diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-31 14:32:53 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-01 12:01:55 +0300 |
commit | c450966e9562eb352b869f3b554d60a42dea2fa1 (patch) | |
tree | 8cdf507041087221dbf07c66f476b8618312872d /source/blender/draw/engines/eevee/eevee_materials.c | |
parent | 3b2d3a3cd11d07945b18252359378ffadddfe3bd (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.c | 12 |
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, |