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author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:42:50 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:56:56 +0300 |
commit | 66700196074ad168f3322f2766846a0a07f7a00f (patch) | |
tree | f3f90a971ad58a78c7618c18e9ac693974c7ee99 /extern/cuew | |
parent | bc51250c1fbfe8309e42a4a0b6257e93939346a7 (diff) |
Workbench: Specular Highlighting for MatCaps
With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
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