adds documentation

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# Features
- [ID Mask Editor](features/id_mask_editor.md)

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# Bake ID Mask
This tool allows you to quickly create a ID mask based on different sources
The tool is found in the Tool category in the Side Panel of the 3D View.
![Panel Location](../images/bake_id_mask.panel.png)
## The UI
![UI](../images/bake_id_mask.ui.png)
1. The Bake button. Click on it to bake, after you have setup your selection
2. Selection Mode. See "Parameters"
3. This panel gives you infos about how many ID you gonna bake and how many colors you have in your color source
4. The source specifies, what kind of dataset the system will take to calculate its IDs
5. This box allows the source to have parameters, you can change
6. The target specifies, where the ID get drawn to. Currently only color attributes are supported
7. as with the source, the target can have parameters, as well.
8. This allows you to change the color source, from where the system takes the colors.
## Parameters
### Selection Mode
The "Selection Mode" has 3 different options:
1. Only active element - The bake will only apply to the actively selected object. If no active object was found, nothing will happens.
2. Use Selection, separate - The bake will apply to all selected objects, but each object will be processed individually by the source.
Example: With Material Index, the ID will always correspond with the Material Index, ignoring what ever happens with the other objects.
3. Use Selection, combined - The bake will apply to all selected object and will be processed together by the source.
Example: With Material Index, it will count up every Material Index it finds.
### Sources
#### Material Index
This source will give away IDs based on the material index, a face uses.
This can be useful, when you use multiple materials in one mesh and want to export it with only one material and without loosing the info, which face had different materials.
The "Remove all source materials" option will, if checked, remove all material indecies from the mesh, allowing you to directly export it to your application.
#### Object ID
This source will only work properly in "Use Selection, combined" - Selection Mode. The source works by giving every selected Object an incrementing ID.
### Targets
#### Color Attribute / Vertex Color
This target will save the ID-color onto the color attribute specified.
By default, it will remove the old color attribute completely and replace it, if one already exists with the name. This can be prevent by unchecking "Override Color Attribute".
The ID-color will then just painted on top of the existing attribute, overriding existing colors, if there were any.
### Color Sources
#### Generated
This color source will generate a list of colors to use, which get increasingly less saturated and bright as further, you approach the limit.
#### Color Palette
This allows you to specify an own palette, previously created in Blender.
Due to the way palettes work in Blender, you can **not** create or edit the palette here. You can create one in one of the "Paint" modes, like Vertex Paint.

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# ID Mask Editor
The "ID Mask Editor" allows you to quickly add IDs to faces in a mesh.
## Getting started
The editor is found in the Tool category in the Side Panel of the 3D View. The editor is only visible when you are in Edit Mode.
![Panel Location](../images/id_mask_editor.panel.png)
By default, its pretty empty. That is because you need to specify a color attribute, you want to paint your ID-mask to.
You can either select an already existing color attribute or you create a new one using the "Plus"-button. That will automatically create color attribute called "ID_MASK" and set it as ID-mask.
With the attribute selected, you will see a few more options.
## The UI
![Panel Options](../images/id_mask_editor.options_0.png)
1. The color source. That specifies how the initial colors are generated, when adding new IDs using the "Plus"-Button
2. This is the ID-list. It works similarly to the Vertex Groups-list. The only big difference is how the items works. You can change the color and name of an ID. Change the color will cause the two buttons to be enabled. They allow you to either "Revert" the change you made or to "Apply" it, which will change the ID-mask to reflect the change.
3. Clicking the "Paint"-button will paint the currently active ID (indicated by the blue background in the list) onto the currently selected **faces**.
4. Clicking the "Select"-button will select every face currently using the currently active ID (indicated by the blue background in the list)
5. Changing the color on a ID will not automatically apply it onto the attribute. This will allow you to apply/revert all those changes, with one click.
### Additional Features
Using the arrow next to the list allows you to find additional features:
- Find used colors: Using this feature will automatically detect colors found in the attribute, but not found in the ID list, and add them.
Very useful when dealing with a mesh created without this tool or if you accidentally removed an ID from the list.
## One additional thing
While not directly related to the ID-Mask, but still kinda, there is a new selection found under the "Select" menu.
This will allow you to quickly select faces, with the same ID, then the face you have currently active.
![Select by ID Mask](../images/id_mask_editor.select_by_id_mask.png)

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