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Updating docs for v2 release
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mkingsnorth committed Nov 3, 2021
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15 changes: 8 additions & 7 deletions docs/_build/html/_sources/parameters/parameters_ref.rst.txt
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Expand Up @@ -26,13 +26,14 @@ Levels

Level Entry Settings

Levels are similar to layers in Photoshop or Gimp where each layer builds on top of the other. In the Shipwright, objects are first created on the base layer and then subsequent layers will randomly scatter objects across the lower layers.
Levels are similar to layers in Photoshop or Gimp where each layer builds on top of the other. In the Shipwright, objects are first created on the base level and then subsequent levels will randomly scatter objects across the lower levels.

The top level display and controls are:

* **Level Icon**: The icon denoting what type of object this level is using (e.g. Object/Collection/Generated)
* **Level Color**: Change user interface color of the level for managing multiple layers.
* **Level Color**: Change user interface color of the level for managing multiple levels.
* **Level Name**: Name of the level.
* **Level Seed**: The individual :ref:`random seed value<Randomness>` for this level.
* **Relative Scale**: The relative scale for each object in the level.
* **Subtract Level**: Use a Boolean *subtract* operation to use the objects on this level as boolean cutters.
* **Level Visibility**: Whether the level objects are visible in the scene.
Expand All @@ -57,7 +58,7 @@ These properties apply to any level type.
Randomness
------------------

* **Random Seed**: The random seed used to control the randomness of this specific layer. This is used in combination with the :ref:`master seed<master_seed>` parameter.
* **Random Seed**: The random seed used to control the randomness of this specific level. This is used in combination with the :ref:`master seed<master_seed>` parameter.

.. _number_parm:

Expand All @@ -83,7 +84,7 @@ This controls the range of different rotations for each of the objects created o
Material Override
-----------------------

This will override the default material for the objects on this layer.
This will override the default material for the objects on this level.

Generate UVs
------------------
Expand Down Expand Up @@ -116,7 +117,7 @@ Custom Objects

You can add your own in-scene objects.

* **Object**: The object you wish to be used when scattering objects onto the layers below.
* **Object**: The object you wish to be used when scattering objects onto the levels below.

Collection of Objects
------------------------
Expand All @@ -126,7 +127,7 @@ Collection of Objects

You can also use an in-scene collection of objects the scatter onto the surface.

* **Collection**: The collection of objects to be used for this layer when scattering objects onto the surface of the lower layers.
* **Collection**: The collection of objects to be used for this level when scattering objects onto the surface of the lower levels.

You can sample the objects in two ways:

Expand Down Expand Up @@ -200,7 +201,7 @@ Adding Plates
You can optionally add a Plating effect to the objects using the |Plating Generator| Add-On. Note that faces on the original objects need to be selected and have quad (4-sided) edges.

* **Plates Random Seed**: The random number used to generated different plating patterns.
* **Plating Amount**: The amount of cuts to make the plate.
* **Plating Amount**: The percentage of cuts to make the plate.
* **Plating Groove Width**: The width of the grooves of the plates.
* **Plating Groove Depth**: The depth of the grooves.
* **Plating Height Random Seed**: The random number used to vary the heights of the plates.
Expand Down
15 changes: 8 additions & 7 deletions docs/_build/html/parameters/parameters_ref.html
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Expand Up @@ -111,12 +111,13 @@ <h2>Levels<a class="headerlink" href="#levels" title="Permalink to this headline
<p><span class="caption-text">Level Entry Settings</span><a class="headerlink" href="#id2" title="Permalink to this image"></a></p>
</figcaption>
</figure>
<p>Levels are similar to layers in Photoshop or Gimp where each layer builds on top of the other. In the Shipwright, objects are first created on the base layer and then subsequent layers will randomly scatter objects across the lower layers.</p>
<p>Levels are similar to layers in Photoshop or Gimp where each layer builds on top of the other. In the Shipwright, objects are first created on the base level and then subsequent levels will randomly scatter objects across the lower levels.</p>
<p>The top level display and controls are:</p>
<ul class="simple">
<li><p><strong>Level Icon</strong>: The icon denoting what type of object this level is using (e.g. Object/Collection/Generated)</p></li>
<li><p><strong>Level Color</strong>: Change user interface color of the level for managing multiple layers.</p></li>
<li><p><strong>Level Color</strong>: Change user interface color of the level for managing multiple levels.</p></li>
<li><p><strong>Level Name</strong>: Name of the level.</p></li>
<li><p><strong>Level Seed</strong>: The individual <a class="reference internal" href="#randomness"><span class="std std-ref">random seed value</span></a> for this level.</p></li>
<li><p><strong>Relative Scale</strong>: The relative scale for each object in the level.</p></li>
<li><p><strong>Subtract Level</strong>: Use a Boolean <em>subtract</em> operation to use the objects on this level as boolean cutters.</p></li>
<li><p><strong>Level Visibility</strong>: Whether the level objects are visible in the scene.</p></li>
Expand All @@ -136,7 +137,7 @@ <h3>Level General Properties<a class="headerlink" href="#level-general-propertie
<section id="randomness">
<h4>Randomness<a class="headerlink" href="#randomness" title="Permalink to this headline"></a></h4>
<ul class="simple">
<li><p><strong>Random Seed</strong>: The random seed used to control the randomness of this specific layer. This is used in combination with the <a class="reference internal" href="#master-seed"><span class="std std-ref">master seed</span></a> parameter.</p></li>
<li><p><strong>Random Seed</strong>: The random seed used to control the randomness of this specific level. This is used in combination with the <a class="reference internal" href="#master-seed"><span class="std std-ref">master seed</span></a> parameter.</p></li>
</ul>
<ul class="simple" id="number-parm">
<li><p><strong>Number</strong>: This is the number of objects that are randomly scattered across the surface for this level.</p></li>
Expand All @@ -160,7 +161,7 @@ <h4>Start/End Rotation<a class="headerlink" href="#start-end-rotation" title="Pe
</section>
<section id="material-override">
<h4>Material Override<a class="headerlink" href="#material-override" title="Permalink to this headline"></a></h4>
<p>This will override the default material for the objects on this layer.</p>
<p>This will override the default material for the objects on this level.</p>
</section>
<section id="generate-uvs">
<h4>Generate UVs<a class="headerlink" href="#generate-uvs" title="Permalink to this headline"></a></h4>
Expand All @@ -184,15 +185,15 @@ <h4>Custom Objects<a class="headerlink" href="#custom-objects" title="Permalink
<img alt="Custom Object Panel" src="../_images/custom_object_panel.jpg" />
<p>You can add your own in-scene objects.</p>
<ul class="simple">
<li><p><strong>Object</strong>: The object you wish to be used when scattering objects onto the layers below.</p></li>
<li><p><strong>Object</strong>: The object you wish to be used when scattering objects onto the levels below.</p></li>
</ul>
</section>
<section id="collection-of-objects">
<h4>Collection of Objects<a class="headerlink" href="#collection-of-objects" title="Permalink to this headline"></a></h4>
<img alt="Collections Panel" src="../_images/collections_panel.jpg" />
<p>You can also use an in-scene collection of objects the scatter onto the surface.</p>
<ul class="simple">
<li><p><strong>Collection</strong>: The collection of objects to be used for this layer when scattering objects onto the surface of the lower layers.</p></li>
<li><p><strong>Collection</strong>: The collection of objects to be used for this level when scattering objects onto the surface of the lower levels.</p></li>
</ul>
<p>You can sample the objects in two ways:</p>
<ul>
Expand Down Expand Up @@ -247,7 +248,7 @@ <h5>Adding Plates<a class="headerlink" href="#adding-plates" title="Permalink to
<p>You can optionally add a Plating effect to the objects using the <a href="https://blendermarket.com/products/plating-generator" target="_blank">Plating Generator</a> Add-On. Note that faces on the original objects need to be selected and have quad (4-sided) edges.</p>
<ul class="simple">
<li><p><strong>Plates Random Seed</strong>: The random number used to generated different plating patterns.</p></li>
<li><p><strong>Plating Amount</strong>: The amount of cuts to make the plate.</p></li>
<li><p><strong>Plating Amount</strong>: The percentage of cuts to make the plate.</p></li>
<li><p><strong>Plating Groove Width</strong>: The width of the grooves of the plates.</p></li>
<li><p><strong>Plating Groove Depth</strong>: The depth of the grooves.</p></li>
<li><p><strong>Plating Height Random Seed</strong>: The random number used to vary the heights of the plates.</p></li>
Expand Down
2 changes: 1 addition & 1 deletion docs/_build/html/searchindex.js

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