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@ -144,5 +144,5 @@ Further Reading
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For other ways to create faces see:
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- :ref:`Fill <modeling-meshes-editing-fill>`
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- :ref:`Grid Fill <modeling-meshes-editing-grid-fill>`
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- :ref:`Bridge Edge Loops <modeling-meshes-editing-bridge-edge-loops>`
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- :ref:`Grid Fill <modeling-meshes-editing-grid_fill>`
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- :ref:`Bridge Edge Loops <modeling-meshes-editing-bridge_edge_loops>`
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@ -40,7 +40,7 @@ Mark Seam and Clear Seam
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Seams are a way to create separations, "islands", in UV maps.
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See the :doc:`UVTexturing section </render/blender_render/textures/mapping/uv>` for more details.
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See the :ref:`UVTexturing section <editors-uv_image-index>` for more details.
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These commands set or unset this flag for selected edges.
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@ -96,7 +96,7 @@ where by moving the mouse (or typing a value with the keyboard) you can set the
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crease value of selected edges.
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To clear the crease edge property, enter a value of **-1**.
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.. _modeling-meshes-editing-edge-slide:
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.. _modeling-meshes-editing-edge_slide:
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Edge Slide
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==========
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@ -221,7 +221,7 @@ end such that they form a continuous chain. This is *literally* a general rule b
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can still select edges in a chain that are invalid because some of the edges in the chain are
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in different edge loops.
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.. _modeling-meshes-editing-edges-rotate:
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.. _modeling-meshes-editing-edges_rotate:
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Rotate Edge
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===========
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@ -362,7 +362,7 @@ a hole will be created, and the selected edges are duplicated to form the border
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Adjacent face moved to reveal hole left by split
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.. _modeling-meshes-editing-bridge-edge-loops:
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.. _modeling-meshes-editing-bridge_edge_loops:
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Bridge Edge Loops
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=================
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@ -98,7 +98,7 @@ It rearrange selected triangles to obtain more "balanced" ones (i.e. less long t
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Result of Beauty Fill, :kbd:`Alt-Shift-F`
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.. _modeling-meshes-editing-grid-fill:
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.. _modeling-meshes-editing-grid_fill:
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Grid Fill
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---------
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@ -283,7 +283,7 @@ It works on the shared edge between two faces and rotates that edge if the edge
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After rotating edge
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See :ref:`Rotate Edge <modeling-meshes-editing-edges-rotate>`
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See :ref:`Rotate Edge <modeling-meshes-editing-edges_rotate>`
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for more information.
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@ -28,7 +28,7 @@ Pre-visualizing the cut
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Sliding the new edge loop
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Once an edge is chosen via :kbd:`LMB`,
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you can move the mouse along the edge to determine where the new edge loop will be placed.
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This is identical to the :ref:`Edge Slide tool <modeling-meshes-editing-edge-slide>`.
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This is identical to the :ref:`Edge Slide tool <modeling-meshes-editing-edge_slide>`.
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Clicking :kbd:`LMB` again confirms and makes the cut at the pre-visualized ___location,
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or clicking :kbd:`RMB` forces the cut to exactly 50%.
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This step is skipped when using multiple edge loops (see below)
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@ -60,10 +60,10 @@ Options are only available while the tool is in use, and are displayed in the 3d
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Even :kbd:`E`
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Only available for single edge loops.
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This matches the shape of the edge loop to one of the adjacent edge loops.
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(See :ref:`Edge Slide tool <modeling-meshes-editing-edge-slide>` for details)
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(See :ref:`Edge Slide tool <modeling-meshes-editing-edge_slide>` for details)
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Flip :kbd:`F`
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When Even is enabled, this flips the target edge loop to match.
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(See :ref:`Edge Slide tool <modeling-meshes-editing-edge-slide>` for details)
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(See :ref:`Edge Slide tool <modeling-meshes-editing-edge_slide>` for details)
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Number of Cuts :kbd:`Wheel` or :kbd:`NumpadPlus` / :kbd:`NumpadMinus`
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After activating the tool, but before confirming initial loop ___location,
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you can increase and decrease the number of cuts to create,
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@ -119,7 +119,7 @@ Edge Selection Mode:
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Selects all edges that have the same *Bevel Weight* as those already selected.
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Seam
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Selects all edges that have the same *Seam* state as those already selected.
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*Seam* is a true/false setting used in :doc:`UV-texturing </render/blender_render/textures/mapping/uv>`.
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*Seam* is a true/false setting used in :ref:`UV-texturing <editors-uv_image-index>`.
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Sharpness
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Selects all edges that have the same *Sharp* state as those already selected.
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*Sharp* is a true/false setting (a flag) used by the
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@ -131,7 +131,7 @@ Face Selection Mode:
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Selects all faces that use the same material as those already selected.
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Image
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Selects all faces that use the same UV-texture as those already selected
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(see :doc:`UV-texturing </render/blender_render/textures/mapping/uv>` pages).
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(see :ref:`UV-texturing <editors-uv_image-index>` pages).
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Area
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Selects all faces that have a similar area as those already selected.
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Polygon Sides
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@ -16,7 +16,7 @@ Traceable (default On)
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See :doc:`Transparency </render/blender_render/materials/properties/transparency>` for details of ray-tracing.
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Full Oversampling
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Force this material to render full shading/textures for all
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:doc:`anti-aliasing </render/internal/antialiasing>` samples.
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:doc:`anti-aliasing </render/blender_render/antialiasing>` samples.
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Sky
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Render this material with zero alpha, but with
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:doc:`sky background </render/blender_render/lighting/lamps/sun/sky_and_atmosphere>` in place (scanline only)
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@ -37,10 +37,10 @@ Local
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:doc:`light group </render/blender_render/lighting/lights/lights_in_other_contexts>` with the same name.
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Face Textures
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Replace object's base color with color from
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:doc:`UV map </render/blender_render/textures/mapping/uv>` image textures.
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:ref:`UV map <editors-uv_image-index>` image textures.
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Face Textures Alpha
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Replace object's base alpha with alpha from
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:doc:`UV map </render/blender_render/textures/mapping/uv>` image textures.
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:ref:`UV map <editors-uv_image-index>` image textures.
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Vertex Color Paint
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Replace object's base color with
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:doc:`vertex paint </render/blender_render/materials/special_effects/vertex_paint>`
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@ -73,7 +73,7 @@ this may be replaced with a single plane, oriented in the same direction as the
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Mapping is the process of applying a texture to the low-poly mesh.
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Consult the :doc:`Textures Mapping section</render/blender_render/textures/mapping>`
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Consult the :doc:`Textures Mapping section</render/blender_render/textures/mapping/index>`
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for more information on applying a texture to a mesh's material.Special considerations for Bump and Normal Maps is:
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- When using a Bump map, map the texture to *Normal* and enable *No RGB*.
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@ -81,5 +81,5 @@ for more information on applying a texture to a mesh's material.Special consider
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The coordinate systems of the two objects must match. For example, if you bake using a UV map of the high-poly model,
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you must UV map the low poly model and line up its UV coordinates to match the outline of the high-poly image
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(see :doc:`UV unwrapping </render/blender_render/textures/mapping/uv>` to line up with the high-poly map edges.
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(see :ref:`UV unwrapping <editors-uv_image-index>` to line up with the high-poly map edges.
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@ -43,7 +43,7 @@ UV
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You can almost think of UV coordinates as a mapping that works on a 2D plane with its own local coordinate system
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to the plane on which it is operating on.
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This mapping is especially useful when using 2D images as textures,
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as seen in :doc:`UV Mapping </render/blender_render/textures/mapping/uv>`.
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as seen in :ref:`UV Mapping <editors-uv_image-index>`.
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You can use multiple textures with one set of UV coordinates.
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Layer
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@ -20,7 +20,7 @@ you need to select a mesh object and select *Texture Paint* from the mode menu
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Painting on a 3D model requires some setup before being possible.
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Blender needs a way to map an image to the 3D model. This is accomplished by using a UV map
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(see :doc:`UV Mapping </render/blender_render/textures/mapping/uv>` for more details),
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(see :ref:`UV Mapping <editors-uv_image-index>` for more details),
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so if the model hasn't been unwrapped yet, it should be unwrapped prior to entering *Texture Paint* mode.
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The image assigned to the UV layer is also used for painting. That means that the user should either:
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