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author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-17 18:41:21 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-18 02:50:06 +0300 |
commit | ecee490d1347d7896e670fe7eeb321c8552ef61b (patch) | |
tree | d90593fffe2520ee52c1497d7a83e602bc19b49a /release | |
parent | 60cd996c0aa1291c514c3a38625e6657a28230f7 (diff) |
Eevee: Some changes to default shader.
Use old BI material prop and use a metallic approach.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_material.py | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py index 48f2791e99b..fb92c1b33eb 100644 --- a/release/scripts/startup/bl_ui/properties_material.py +++ b/release/scripts/startup/bl_ui/properties_material.py @@ -1135,9 +1135,11 @@ class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel): layout.separator() if not mat.use_nodes: + raym = mat.raytrace_mirror layout.prop(mat, "diffuse_color", text="Diffuse") - layout.prop(mat, "specular_color", text="Specular") - layout.prop(mat, "specular_hardness", text="Glossiness") + layout.prop(raym, "reflect_factor", text="Metallic") + layout.prop(mat, "specular_intensity", text="Specular") + layout.prop(raym, "gloss_factor", text="Roughness") classes = ( |