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authorClément Foucault <foucault.clem@gmail.com>2017-11-14 02:49:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-11-14 02:49:54 +0300
commitf8b14305668ff7b1f3ba6f886b9e1881c764b201 (patch)
tree5f773bf0b3a723e7a3b895e0f41bcaecd93f75ad /release/scripts/startup/bl_ui/properties_material.py
parent89e9f6ea79078f846d78b6effda2ae8a8a32de84 (diff)
Eevee: Initial Separable Subsurface Scattering implementation.
How to use: - Enable subsurface scattering in the render options. - Add Subsurface BSDF to your shader. - Check "Screen Space Subsurface Scattering" in the material panel options. This initial implementation has a few limitations: - only supports gaussian SSS. - Does not support principled shader. - The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly. - The "texture blur" is considered as always set to 1
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_material.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py2
1 files changed, 2 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 42a132004d4..b914bafaf3f 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -1186,6 +1186,8 @@ class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
+ layout.prop(mat, "use_screen_subsurface")
+
classes = (
MATERIAL_MT_sss_presets,