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Texture Editing

3D viewport draw types, UV mapping, and texture painting work somewhat differently when Cycles is enabled. UV Maps no longer get image textures assigned themselves; rather they must always be assigned by adding an image texture node to a material.

3D Viewport Draw Types

The Texture draw types used for Blender Internal have been replaced by three others in Cycles:

  • Texture: this draw mode is used for editing, painting and mapping individual textures. Lighting is the same as in solid mode, so this is similar to the existing textured solid for Blender Internal. The texture drawn is the active image texture node for the material.
  • Material: a simplified version of the entire material is drawn using GLSL shaders. This uses solid lighting, and also is mostly useful for editing, painting and mapping textures, but while seeing how they integrate with the material.
  • Rendered: in this draw mode the render engine does the drawing, interactively refining the full rendered image by taking more samples. Unlike offline rendering, objects still use the viewport rather than render resolution and visibility.
size


Texture Properties

size

In the texture properties, the texture can now be selected from a list that contains all texture nodes from the world, lamps and materials, but also from e.g. modifiers, brushes and physics fields.

For shading nodes, the available textures are Cycles textures. For others, Blender textures are still used, but this will change in the future.

Painting & UV Editing

size

For texture paint mode, the image that is painted on is taken from the slot panel in the toolbar. Selecting a slot also sets the active image texture.

For UV mapping, the active UV map as specified in the mesh properties is used. Assigning images in the image editor also affects the active image texture node.

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User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development