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author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:42:50 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:56:56 +0300 |
commit | 66700196074ad168f3322f2766846a0a07f7a00f (patch) | |
tree | f3f90a971ad58a78c7618c18e9ac693974c7ee99 /release | |
parent | bc51250c1fbfe8309e42a4a0b6257e93939346a7 (diff) |
Workbench: Specular Highlighting for MatCaps
With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/space_view3d.py | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py index 20d3e83bf79..ae2a2ce3e7c 100644 --- a/release/scripts/startup/bl_ui/space_view3d.py +++ b/release/scripts/startup/bl_ui/space_view3d.py @@ -5251,8 +5251,10 @@ class VIEW3D_PT_shading_options(Panel): sub.active = shading.show_object_outline sub.prop(shading, "object_outline_color", text="") + if shading.type == 'SOLID': col = layout.column() - if (shading.light == 'STUDIO') and (shading.type != 'WIREFRAME'): + if (shading.light in ['STUDIO', 'MATCAP']): + col.active = shading.selected_studio_light.has_specular_highlight_pass col.prop(shading, "show_specular_highlight", text="Specular Lighting") |