diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-09-16 17:14:02 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-09-16 17:14:02 +0400 |
commit | 66b1dfae89cc44953bd51c5da962cab437e76972 (patch) | |
tree | e7679b3e554fb4f1bb6f68775c8619bcde0da822 /source/blender/editors/space_node/node_edit.c | |
parent | 0a5fcf3da3e82fd114095c8c2903d927f15ffc31 (diff) |
Cycles: tweaks to properties and nodes
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights
There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
Diffstat (limited to 'source/blender/editors/space_node/node_edit.c')
-rw-r--r-- | source/blender/editors/space_node/node_edit.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/editors/space_node/node_edit.c b/source/blender/editors/space_node/node_edit.c index 5b19a3b1509..ca59a9ed6a9 100644 --- a/source/blender/editors/space_node/node_edit.c +++ b/source/blender/editors/space_node/node_edit.c @@ -274,7 +274,7 @@ void ED_node_shader_default(ID *id) bNode *in, *out; bNodeSocket *fromsock, *tosock; bNodeTree *ntree; - int output_type, closure_type; + int output_type, shader_type; ntree= ntreeAddTree("Shader Nodetree", NTREE_SHADER, FALSE); @@ -282,22 +282,22 @@ void ED_node_shader_default(ID *id) case ID_MA: ((Material*)id)->nodetree = ntree; output_type = SH_NODE_OUTPUT_MATERIAL; - closure_type = SH_NODE_BSDF_DIFFUSE; + shader_type = SH_NODE_BSDF_DIFFUSE; break; case ID_WO: ((World*)id)->nodetree = ntree; output_type = SH_NODE_OUTPUT_WORLD; - closure_type = SH_NODE_BACKGROUND; + shader_type = SH_NODE_BACKGROUND; break; case ID_LA: ((Lamp*)id)->nodetree = ntree; output_type = SH_NODE_OUTPUT_LAMP; - closure_type = SH_NODE_EMISSION; + shader_type = SH_NODE_EMISSION; break; case ID_TE: ((Tex*)id)->nodetree = ntree; output_type = SH_NODE_OUTPUT_TEXTURE; - closure_type = SH_NODE_TEX_CLOUDS; + shader_type = SH_NODE_TEX_CLOUDS; break; default: printf("ED_node_shader_default called on wrong ID type.\n"); @@ -307,7 +307,7 @@ void ED_node_shader_default(ID *id) out= nodeAddNodeType(ntree, output_type, NULL, NULL); out->locx= 300.0f; out->locy= 300.0f; - in= nodeAddNodeType(ntree, closure_type, NULL, NULL); + in= nodeAddNodeType(ntree, shader_type, NULL, NULL); in->locx= 10.0f; in->locy= 300.0f; nodeSetActive(ntree, in); |