diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-05-24 14:22:13 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-05-24 14:37:02 +0300 |
commit | dd4a2682216c6e2380dbef3ca256e322ebaa6ab1 (patch) | |
tree | c4cb6a273ef1afa25e08444c4df466555fb38973 /source/blender/blenkernel/intern/screen.c | |
parent | 419434a1ad5f004313d523cf2ddce512ed8803a2 (diff) |
Viewport: add more contrast to default studio light, make it default again
It's closer to the default matcap now, but slightly less metallic and dark. The
reason to use studio lights as default is because the roughness and metallic
parameters of the material then have an effect, and because Texture color mode
does not work for matcaps.
Diffstat (limited to 'source/blender/blenkernel/intern/screen.c')
-rw-r--r-- | source/blender/blenkernel/intern/screen.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/screen.c b/source/blender/blenkernel/intern/screen.c index 222e8ddb724..bc9ec6b28e6 100644 --- a/source/blender/blenkernel/intern/screen.c +++ b/source/blender/blenkernel/intern/screen.c @@ -840,7 +840,7 @@ void BKE_screen_view3d_shading_init(View3DShading *shading) shading->type = OB_SOLID; shading->prev_type = OB_SOLID; shading->flag = V3D_SHADING_SPECULAR_HIGHLIGHT | V3D_SHADING_XRAY_BONE; - shading->light = V3D_LIGHTING_MATCAP; + shading->light = V3D_LIGHTING_STUDIO; shading->shadow_intensity = 0.5f; shading->xray_alpha = 0.5f; shading->xray_alpha_wire = 0.5f; |