diff options
author | Thomas Dinges <blender@dingto.org> | 2016-04-03 00:36:14 +0300 |
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committer | Thomas Dinges <blender@dingto.org> | 2016-04-03 00:36:14 +0300 |
commit | d91316dc672dc1ee69fbd24d2f00124a24b75c6b (patch) | |
tree | bcaa68dc4059f4a8d42f0a4157b05c671e39093c /intern/cycles/blender/blender_shader.cpp | |
parent | 74e40663da696ac965349204ef4aa4a47271c431 (diff) |
Cycles: Remove the Preetham Sky model.
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.
The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r-- | intern/cycles/blender/blender_shader.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index 4f7ca301fb7..e186a594c82 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -833,7 +833,6 @@ static ShaderNode *add_node(Scene *scene, else if(b_node.is_a(&RNA_ShaderNodeTexSky)) { BL::ShaderNodeTexSky b_sky_node(b_node); SkyTextureNode *sky = new SkyTextureNode(); - sky->type = SkyTextureNode::type_enum[(int)b_sky_node.sky_type()]; sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction())); sky->turbidity = b_sky_node.turbidity(); sky->ground_albedo = b_sky_node.ground_albedo(); |