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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/collada
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/collada')
-rw-r--r--source/blender/collada/DocumentImporter.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/collada/DocumentImporter.cpp b/source/blender/collada/DocumentImporter.cpp
index 89015f45e5a..47b720614ea 100644
--- a/source/blender/collada/DocumentImporter.cpp
+++ b/source/blender/collada/DocumentImporter.cpp
@@ -797,7 +797,7 @@ void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Materia
#endif
}
// reflectivity
- ma->ray_mirror = ef->getReflectivity().getFloatValue();
+ ma->metallic = ef->getReflectivity().getFloatValue();
// index of refraction
#if 0
ma->ang = ef->getIndexOfRefraction().getFloatValue();