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authorClément Foucault <foucault.clem@gmail.com>2017-04-26 00:48:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-04-26 00:51:05 +0300
commit82686f0a0c2c1d5c42b07288935440aea4713cad (patch)
treeb9b750c1849c2446d420deb14b229e792d5bb594 /release/scripts/startup/bl_ui/properties_material.py
parentbb75b0bcbcea35fe32e439c8f3e618b66f5110cf (diff)
Eevee: World default shader.
- Use uniform color world for the world probe. - Refactored the Fresnel expression to be better with Area Lights. - Squared the roughness for default materials.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_material.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py8
1 files changed, 4 insertions, 4 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 0e8acf6e6c5..c8066fdaec8 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -1130,10 +1130,10 @@ class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
layout = self.layout
mat = context.material
- if not mat.use_nodes:
- layout.prop(mat, "diffuse_color", text="Diffuse")
- layout.prop(mat, "specular_color", text="Specular")
- layout.prop(mat, "specular_hardness", text="Glossiness")
+
+ layout.prop(mat, "diffuse_color", text="Diffuse")
+ layout.prop(mat, "specular_color", text="Specular")
+ layout.prop(mat, "specular_hardness", text="Glossiness")
classes = (