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authorMats Honkamaa <mats.honkamaa@qt.io>2018-08-10 11:08:36 +0300
committerMats Honkamaa <mats.honkamaa@qt.io>2018-08-15 06:48:03 +0000
commit0af726c23c99e0be0315c186f456cddb568ba83b (patch)
tree7fa9e56a6e05e42c3df8cd38c246c0c8e3f5eb53 /doc
parent43d1f99ea4ea8aee825fabcdd7ec9fdad9a6539f (diff)
Restructure content for layer effects
Created separate subpages for each layer effects and rewrote the layer effects index page. Additionally fixed broken link. Task-number: QT3DS-2054 Change-Id: I685406e6efc6bb44aebbfee4a76a081e166f3d76 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'doc')
-rw-r--r--doc/src/03-studio/7-inspector-palette.qdoc2
-rw-r--r--doc/src/10-best-practices/80-effects.qdoc274
-rw-r--r--doc/src/10-best-practices/depth-of-field-effect.qdoc79
-rw-r--r--doc/src/10-best-practices/fxaa-effect.qdoc54
-rw-r--r--doc/src/10-best-practices/gaussian-blur-effect.qdoc46
-rw-r--r--doc/src/10-best-practices/hdr-bloom-tonemap-effect.qdoc80
-rw-r--r--doc/src/10-best-practices/motion-blur-effect.qdoc61
-rw-r--r--doc/src/10-best-practices/tilt-shift-effect.qdoc58
-rw-r--r--doc/src/images/depth-of-field-icon.pngbin0 -> 40163 bytes
-rw-r--r--doc/src/images/effect-library.pngbin0 -> 18958 bytes
-rw-r--r--doc/src/images/fxaa-icon.pngbin0 -> 12631 bytes
-rw-r--r--doc/src/images/gaussian-blur-icon.pngbin0 -> 37476 bytes
-rw-r--r--doc/src/images/hdr-bloom-tonemap-icon.pngbin0 -> 46460 bytes
-rw-r--r--doc/src/images/motion-blur-icon.pngbin0 -> 22583 bytes
-rw-r--r--doc/src/images/tiltshift-icon.pngbin0 -> 39603 bytes
15 files changed, 440 insertions, 214 deletions
diff --git a/doc/src/03-studio/7-inspector-palette.qdoc b/doc/src/03-studio/7-inspector-palette.qdoc
index c5bf36aa..1cb89743 100644
--- a/doc/src/03-studio/7-inspector-palette.qdoc
+++ b/doc/src/03-studio/7-inspector-palette.qdoc
@@ -455,7 +455,7 @@ the depth buffer of the camera, such as the
of the camera to be rendered. Aside from special clipping effects, you
may need to adjust these values to more closely contain your content for
better results with a layer effect that uses the depth buffer of the camera, such as the
-\l{best-practices-effects.html#using-depth-of-field}{Depth of Field effect}.}
+\l{Depth of Field}{Depth of Field effect}.}
\list
\li
diff --git a/doc/src/10-best-practices/80-effects.qdoc b/doc/src/10-best-practices/80-effects.qdoc
index 9ec6964a..8a44ee15 100644
--- a/doc/src/10-best-practices/80-effects.qdoc
+++ b/doc/src/10-best-practices/80-effects.qdoc
@@ -32,226 +32,74 @@
\page best-practices-effects.html
\ingroup qt3dstudio-best-practices
-\section1 Using Effects
-
-Each layer in a Studio presentation may have one or more post-processing
-effects applied to the visual result. A small library of predefined
-effects is included with the Windows installer. To use one of these
-effects:
-
-\list 1
-\li
- Click on the
- \inlineimage{Studio-fx.png}
- icon at the bottom of the Project palette of Studio.
-\endlist
-\list
-\li
- \e{This will open the folder for the library in Windows, showing
- you the available effects.}
-\endlist
-\list 1
-\li
- Drag one of the \c{.effect} files from the Windows folder into
- your Project palette.
-\endlist
-\list
-\li
- \e{This makes a copy of the effect in your project folder.}
-\endlist
-\list 2
-\li
- Drag the effect from the Project palette onto a Layer in the Timeline
- palette.
-\endlist
-\list
-\li
- \e{This applies an instance of the effect to the Layer.}
-\endlist
-\list 3
-\li
- With the effect selected in the Timeline, use the Inspector palette to
- adjust or animated the parameters of the effect.
-\endlist
-\list
-\li
- \e{You will see the effect applied and update immediately within
- the Studio viewport.}
-\endlist
-You cannot cause an effect to apply to only certain models of a Layer.
-The entire Layer is rendered via its camera, and \e{then} the effect
-is applied. The placement of effects with respect to other (non-effect)
-children of the Layer makes no difference.
-
-You may, however, apply more than one effect to the same Layer. Just as
-layers placed lower in the Timeline render before layers that are on top
-of them, so effects that are lower in the Timeline will be applied
-before the effects that are above them.
-
-\target hdrbloomtonemap
-\section1 Using HDRBloomTonemap
-
-\image Effects-HDRBloomTonemap.png
-
-The \"HDRBloomTonemap\" effect provides two features:
+Each layer in a presentation may have one or more post-processing
+effects applied to the visual result. A library of predefined
+effects is included in Qt 3D Studio. To use one of these effects:
\list 1
\li
- Adjust the gamma and exposure of the high-dynamic range rendered
- content to achieve the image quality you want, and
+ Click the
+ \inlineimage Studio-fx.png "Effect library icon"
+ icon at the bottom of the project palette. This will open the effect library.
\li
- Apply an adjustable 'bloom' effect to very bright areas (like the sun
- glinting off a car).
-\endlist
-When you add an HDRBloomTonemap effect to a layer, the following
-properties are available in the Inspector palette:
-
-\list
-\li
- \b{Gamma} - this affects the non-linear curve of the lighting.
- Higher values will increase the exposure of mid tones, lightening the
- image (and decreasing the contrast). A value of \c{1.0} causes no
- adjustment to the image.
-\li
- \b{Exposure} - this is a linear multiplier on the lighting,
- brightening or darkening the image overall. A value of \c{0.0}
- causes no adjustment to the image.
+ Double-click desired \c{.effect} file to import it to your project. The effect will now be
+ available in the \e effects folder in the project palette.
+ \image effect-library.png
\li
- \b{Bloom Threshold} - lighting greater than this value will
- bloom. A value of \c{1.0} corresponds to white in the original
- render result. Lowering this value will cause more areas of the
- rendered scene to bloom; at a value of \c{0.0} everything in the
- scene will bloom.
-\list
+ To apply the effect to a layer, drag it from the project palette onto a layer in the
+ scene graph.
\li
- \e{Tip: to disable bloom and use only the tone mapping, set this to
- a sufficiently high value, like \c{999}.}
+ With the effect selected in the scene graph, use the inspector palette to
+ adjust or animate the parameters of the effect.
+ The result of editing effects will be immediately visible in the scene view.
\endlist
-\li
- \b{Bloom Falloff} - adjusts the amount of bloom. Lower values
- result in stronger bloom effect; higher values make the effect more
- subtle.
-\endlist
-\section1 Using FXAA
-
-\image Effects-FXAA.png
-
-The \"FXAA\" effect applies Fast approXimate Anti-Aliasing to the layer.
-This is a high-speed anti-aliasing technique that removes some of the
-\"jaggies\" from the image without impacting performance as heavily as
-super-sampling would.
-\list
-\li
- Pros: easy fix for many aliasing problems; works with moving images
- (unlike \l{best-practices-antialiasing.html#progressive-aa}{Progressive Anti-Aliasing}).
-\li
- Cons: can blur and otherwise 'munge' fine text details present in the
- layer; as a screen-space heuristic technique it can sometimes leave
- sharp edges that ideally would be anti-aliased.
-\endlist
-\section1 Using Depth of Field
-
-\image Effects-DOF.png
-
-The \"Depth Of Field HQ Blur\" effect increasingly blurs regions of the
-image based on their deviation from a specified distance from the
-camera. (Notice that the cube and same-distance floor are in focus while
-the closer cone and farther sphere are blurred.)
-
-For this effect to work well, you need to adjust the
-\c{Clipping Start} and \c{Clipping End} properties of the
-camera for the Layer to 'frame' the content. (You ideally want the
-largest possible value for \c{Start} and the smallest possible
-value for \c{End}.) After you do this you can use the properties of
-the effect in the Inspector palette to adjust the effect.
-
-\list
-\li
- The \c{Focus Distance} property specifies the distance from the
- camera where the content is in perfect focus.
-\li
- The \c{Depth of Field} property specifies a the distance around
- the \c{Focus Distance} where items are fully in focus. The focus
- then fades away to fully blurred by the same distance on both the near
- and far sides.
-\endlist
-For example, a \c{Focus Distance} of 100 and a
-\c{Depth of Field} of 20 means that everything that is between 90
-and 110 units away from the camera will be fully in focus, items at a
-distance of 70-90 and 110-130 units will experiencing variable blurring,
-and everything closer than 70 or farther than 130 will be fully blurred.
-
-To make it easier to set up this effect, turn on the
-\c{Debug Focus Rendering} checkbox for the effect:
-\image Effects-DOF-Debug.png
-
-When enabled the scene will switch to a mode showing the amount of blur
-to be applied. Anything completely fogged in white will be fully
-blurred, anything that is fully black will be fully in focus, and shades
-of grey represent varying amounts of blur in between. You will find it
-far easier to turn on this mode and just scrub the values in the
-Inspector palette until the content you want is bracketed, compared to
-performing distance calculations and entering numbers.
-
-\section1 Using Tilt Shift
-
-\image Effects-TiltShift.png
-
-The \"Tilt Shift\" effect simulates depth of field in a much simpler
-(and more performant) manner. Instead of blurring based on the depth
-buffer, it simply blurs everything except for horizontal stripe on the
-layer. The effect is controlled by the properties:
-
-\list
-\li
- \c{Focus Position} - the vertical placement of the center of
- effect (the 'focused region') on the screen, from top to bottom.
-\li
- \c{Focus Width} - the vertical size of the in-focus region.
-\li
- \c{Blur Amount} - how much the not-in-focus regions are blurred.
-\endlist
-As with the Depth of Field effect, this effect has a
-\c{Debug Rendering} option that you can enable to see where the
-blur will be applied to the Layer. (See above for further description.)
-\image Effects-TiltShift-Debug.png
-
-\section1 Using Gaussian Blur
-
-\image Effects-GaussianBlur.png
-
-The \"Gaussian Blur\" effect is one of the simplest to use and
-understand. Drop it on a Layer and adjust the \c{Blurriness}
-property in the Inspector palette. In order to keep the effect
-performant large blur values will produce a mosaic result instead of
-smooth blurriness. Play with the slider for the value to find the best
-visual result for your needs.
-
-\section1 Using Motion Blur
-
-\image Effects-MotionBlur.png
-
-The \"Motion Blur\" effect takes the image from the previous frame,
-blurs it, fades it by a specified amount, and draws this \e{in the
-transparent areas of the layer}. The end result is that items moving
-over a transparent background will leave a ghost behind them.
-
-The caveats for this effect are implicit in the above description:
-
-\list
-\li
- The contents are slightly blurred, which (as shown in the image above)
- can cause static (and even slowly-moving) items to have a halo around
- them.
-\li
- Only the transparent regions are drawn to. If a moving object passes
- in front of another object on the same layer, there will be no motion
- trail passing over the object.
-\endlist
-In the simple image shown above the blue ring is placed on a second
-Layer underneath the Layer with the motion blur effect applied. This
-both allows the 'needle' to leave a blur trail over top of the ring, and
-also prevents the ring from having a blurry blue halo around it.
+An effect applied to a layer will be applied on all elements on that layer.
+The entire layer is rendered via its camera, and then the effect
+is applied. The position of the effect in the scene graph relative to other (non-effect) elements
+makes no difference.
+
+You may apply more than one effect to the same layer. At runtime, effects that are positioned
+lower in the scene graph will be applied before effects that are above them.
+
+\section1 Effects
+\div {align="center"}
+\table
+\row
+ \li
+ \div {align="center"}
+ \image depth-of-field-icon.png
+ \b {\l{Depth of field}}
+ \enddiv
+ \li
+ \div {align="center"}
+ \image fxaa-icon.png
+ \b {\l{FXAA}}
+ \enddiv
+ \li
+ \div {align="center"}
+ \image gaussian-blur-icon.png
+ \b {\l{Gaussian blur}}
+ \enddiv
+ \li
+ \div {align="center"}
+ \image hdr-bloom-tonemap-icon.png
+ \b {\l{HDR bloom tonemap}}
+ \enddiv
+\row
+ \li
+ \div {align="center"}
+ \image motion-blur-icon.png
+ \b {\l{Motion blur}}
+ \enddiv
+ \li
+ \div {align="center"}
+ \image tiltshift-icon.png
+ \b{\l{Tilt shift}}
+ \enddiv
+ \li
+ \li
+\endtable
+\enddiv
*/
diff --git a/doc/src/10-best-practices/depth-of-field-effect.qdoc b/doc/src/10-best-practices/depth-of-field-effect.qdoc
new file mode 100644
index 00000000..6e6c165d
--- /dev/null
+++ b/doc/src/10-best-practices/depth-of-field-effect.qdoc
@@ -0,0 +1,79 @@
+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+
+\title Depth of Field
+\page depth-of-field-effect.html
+\ingroup qt3dstudio-best-practices
+
+\section1 Using Depth of Field
+
+\image Effects-DOF.png
+
+The \"Depth Of Field HQ Blur\" effect increasingly blurs regions of the
+image based on their deviation from a specified distance from the
+camera. (Notice that the cube and same-distance floor are in focus while
+the closer cone and farther sphere are blurred.)
+
+For this effect to work well, you need to adjust the
+\c{Clipping Start} and \c{Clipping End} properties of the
+camera for the Layer to 'frame' the content. (You ideally want the
+largest possible value for \c{Start} and the smallest possible
+value for \c{End}.) After you do this you can use the properties of
+the effect in the Inspector palette to adjust the effect.
+
+\list
+\li
+ The \c{Focus Distance} property specifies the distance from the
+ camera where the content is in perfect focus.
+\li
+ The \c{Depth of Field} property specifies a the distance around
+ the \c{Focus Distance} where items are fully in focus. The focus
+ then fades away to fully blurred by the same distance on both the near
+ and far sides.
+\endlist
+For example, a \c{Focus Distance} of 100 and a
+\c{Depth of Field} of 20 means that everything that is between 90
+and 110 units away from the camera will be fully in focus, items at a
+distance of 70-90 and 110-130 units will experiencing variable blurring,
+and everything closer than 70 or farther than 130 will be fully blurred.
+
+To make it easier to set up this effect, turn on the
+\c{Debug Focus Rendering} checkbox for the effect:
+\image Effects-DOF-Debug.png
+
+When enabled the scene will switch to a mode showing the amount of blur
+to be applied. Anything completely fogged in white will be fully
+blurred, anything that is fully black will be fully in focus, and shades
+of grey represent varying amounts of blur in between. You will find it
+far easier to turn on this mode and just scrub the values in the
+Inspector palette until the content you want is bracketed, compared to
+performing distance calculations and entering numbers.
+
+*/
diff --git a/doc/src/10-best-practices/fxaa-effect.qdoc b/doc/src/10-best-practices/fxaa-effect.qdoc
new file mode 100644
index 00000000..51743000
--- /dev/null
+++ b/doc/src/10-best-practices/fxaa-effect.qdoc
@@ -0,0 +1,54 @@
+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+
+\title FXAA
+\page fxaa-effect.html
+\ingroup qt3dstudio-best-practices
+
+\section1 Using FXAA
+
+\image Effects-FXAA.png
+
+The \"FXAA\" effect applies Fast approXimate Anti-Aliasing to the layer.
+This is a high-speed anti-aliasing technique that removes some of the
+\"jaggies\" from the image without impacting performance as heavily as
+super-sampling would.
+
+\list
+\li
+ Pros: easy fix for many aliasing problems; works with moving images
+ (unlike \l{best-practices-antialiasing.html#progressive-aa}{Progressive Anti-Aliasing}).
+\li
+ Cons: can blur and otherwise 'munge' fine text details present in the
+ layer; as a screen-space heuristic technique it can sometimes leave
+ sharp edges that ideally would be anti-aliased.
+\endlist
+
+*/
diff --git a/doc/src/10-best-practices/gaussian-blur-effect.qdoc b/doc/src/10-best-practices/gaussian-blur-effect.qdoc
new file mode 100644
index 00000000..5c30f44e
--- /dev/null
+++ b/doc/src/10-best-practices/gaussian-blur-effect.qdoc
@@ -0,0 +1,46 @@
+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+
+\title Gaussian Blur
+\page gaussian-blur-effect.html
+\ingroup qt3dstudio-best-practices
+
+\section1 Using Gaussian Blur
+
+\image Effects-GaussianBlur.png
+
+The \"Gaussian Blur\" effect is one of the simplest to use and
+understand. Drop it on a Layer and adjust the \c{Blurriness}
+property in the Inspector palette. In order to keep the effect
+performant large blur values will produce a mosaic result instead of
+smooth blurriness. Play with the slider for the value to find the best
+visual result for your needs.
+
+*/
diff --git a/doc/src/10-best-practices/hdr-bloom-tonemap-effect.qdoc b/doc/src/10-best-practices/hdr-bloom-tonemap-effect.qdoc
new file mode 100644
index 00000000..7349a453
--- /dev/null
+++ b/doc/src/10-best-practices/hdr-bloom-tonemap-effect.qdoc
@@ -0,0 +1,80 @@
+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+
+\title HDR Bloom Tonemap
+\page hdr-bloom-tonemap-effect.html
+\ingroup qt3dstudio-best-practices
+
+\target hdrbloomtonemap
+\section1 Using HDRBloomTonemap
+
+\image Effects-HDRBloomTonemap.png
+
+The \"HDRBloomTonemap\" effect provides two features:
+
+\list 1
+\li
+ Adjust the gamma and exposure of the high-dynamic range rendered
+ content to achieve the image quality you want, and
+\li
+ Apply an adjustable 'bloom' effect to very bright areas (like the sun
+ glinting off a car).
+\endlist
+When you add an HDRBloomTonemap effect to a layer, the following
+properties are available in the Inspector palette:
+
+\list
+\li
+ \b{Gamma} - this affects the non-linear curve of the lighting.
+ Higher values will increase the exposure of mid tones, lightening the
+ image (and decreasing the contrast). A value of \c{1.0} causes no
+ adjustment to the image.
+\li
+ \b{Exposure} - this is a linear multiplier on the lighting,
+ brightening or darkening the image overall. A value of \c{0.0}
+ causes no adjustment to the image.
+\li
+ \b{Bloom Threshold} - lighting greater than this value will
+ bloom. A value of \c{1.0} corresponds to white in the original
+ render result. Lowering this value will cause more areas of the
+ rendered scene to bloom; at a value of \c{0.0} everything in the
+ scene will bloom.
+\list
+\li
+ \e{Tip: to disable bloom and use only the tone mapping, set this to
+ a sufficiently high value, like \c{999}.}
+\endlist
+\li
+ \b{Bloom Falloff} - adjusts the amount of bloom. Lower values
+ result in stronger bloom effect; higher values make the effect more
+ subtle.
+\endlist
+
+*/
diff --git a/doc/src/10-best-practices/motion-blur-effect.qdoc b/doc/src/10-best-practices/motion-blur-effect.qdoc
new file mode 100644
index 00000000..2ea18623
--- /dev/null
+++ b/doc/src/10-best-practices/motion-blur-effect.qdoc
@@ -0,0 +1,61 @@
+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+
+\title Motion Blur
+\page motion-blur-effect.html
+\ingroup qt3dstudio-best-practices
+
+\section1 Using Motion Blur
+
+\image Effects-MotionBlur.png
+
+The \"Motion Blur\" effect takes the image from the previous frame,
+blurs it, fades it by a specified amount, and draws this \e{in the
+transparent areas of the layer}. The end result is that items moving
+over a transparent background will leave a ghost behind them.
+
+The caveats for this effect are implicit in the above description:
+
+\list
+\li
+ The contents are slightly blurred, which (as shown in the image above)
+ can cause static (and even slowly-moving) items to have a halo around
+ them.
+\li
+ Only the transparent regions are drawn to. If a moving object passes
+ in front of another object on the same layer, there will be no motion
+ trail passing over the object.
+\endlist
+In the simple image shown above the blue ring is placed on a second
+Layer underneath the Layer with the motion blur effect applied. This
+both allows the 'needle' to leave a blur trail over top of the ring, and
+also prevents the ring from having a blurry blue halo around it.
+
+*/
diff --git a/doc/src/10-best-practices/tilt-shift-effect.qdoc b/doc/src/10-best-practices/tilt-shift-effect.qdoc
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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+
+\title Tilt Shift
+\page tilt-shift-effect.html
+\ingroup qt3dstudio-best-practices
+
+\section1 Using Tilt Shift
+
+\image Effects-TiltShift.png
+
+The \"Tilt Shift\" effect simulates depth of field in a much simpler
+(and more performant) manner. Instead of blurring based on the depth
+buffer, it simply blurs everything except for horizontal stripe on the
+layer. The effect is controlled by the properties:
+
+\list
+\li
+ \c{Focus Position} - the vertical placement of the center of
+ effect (the 'focused region') on the screen, from top to bottom.
+\li
+ \c{Focus Width} - the vertical size of the in-focus region.
+\li
+ \c{Blur Amount} - how much the not-in-focus regions are blurred.
+\endlist
+As with the Depth of Field effect, this effect has a
+\c{Debug Rendering} option that you can enable to see where the
+blur will be applied to the Layer. (See above for further description.)
+\image Effects-TiltShift-Debug.png
+
+*/
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