Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/draw/engines/eevee/eevee_materials.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/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 85c312d311c..42e81373914 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1117,9 +1117,9 @@ static void material_opaque(
EEVEE_LampsInfo *linfo = sldata->lamps;
float *color_p = &ma->r;
- float *metal_p = &ma->ray_mirror;
+ float *metal_p = &ma->metallic;
float *spec_p = &ma->spec;
- float *rough_p = &ma->gloss_mir;
+ float *rough_p = &ma->roughness;
const bool use_gpumat = (ma->use_nodes && ma->nodetree);
const bool use_refract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
@@ -1297,9 +1297,9 @@ static void material_transparent(
((stl->effects->enabled_effects & EFFECT_REFRACT) != 0)
);
float *color_p = &ma->r;
- float *metal_p = &ma->ray_mirror;
+ float *metal_p = &ma->metallic;
float *spec_p = &ma->spec;
- float *rough_p = &ma->gloss_mir;
+ float *rough_p = &ma->roughness;
if (ma->use_nodes && ma->nodetree) {
static float error_col[3] = {1.0f, 0.0f, 1.0f};
@@ -1605,9 +1605,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
}
float *color_p = &ma->r;
- float *metal_p = &ma->ray_mirror;
+ float *metal_p = &ma->metallic;
float *spec_p = &ma->spec;
- float *rough_p = &ma->gloss_mir;
+ float *rough_p = &ma->roughness;
shgrp = DRW_shgroup_hair_create(
ob, psys, md,