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author | Clément Foucault <foucault.clem@gmail.com> | 2017-11-14 02:49:54 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-11-14 02:49:54 +0300 |
commit | f8b14305668ff7b1f3ba6f886b9e1881c764b201 (patch) | |
tree | 5f773bf0b3a723e7a3b895e0f41bcaecd93f75ad /release/scripts/startup/bl_ui/properties_material.py | |
parent | 89e9f6ea79078f846d78b6effda2ae8a8a32de84 (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.py | 2 |
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, |