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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-31 14:32:53 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-01 12:01:55 +0300
commitc450966e9562eb352b869f3b554d60a42dea2fa1 (patch)
tree8cdf507041087221dbf07c66f476b8618312872d /source/blender/blenkernel/intern/material.c
parent3b2d3a3cd11d07945b18252359378ffadddfe3bd (diff)
Workbench: Material specific settings for the specular
- Uses the roughness setting of the basic eevee material - renamed gloss_mir to roughness - set default of roughness to 0.25 - renamed ray_mirror to metallic - cleaned up material rna (BI mirror struct) - use BLINN phong model - normalize incoming/outgoing specular light - when using camera oriented studiolight, the SolidLight will be used for specular highlights - EXPERIMENT: when in world oriented studiolight only the shadow direction will be used. - change the settings of the internal light to make scenes more readable
Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r--source/blender/blenkernel/intern/material.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 404761d2c36..c98e8ff109c 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -116,7 +116,7 @@ void BKE_material_init(Material *ma)
ma->alpha = 1.0;
ma->spec = 0.5;
- ma->gloss_mir = 1.0;
+ ma->roughness = 0.25f;
ma->pr_lamp = 3; /* two lamps, is bits */
ma->pr_type = MA_SPHERE;