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authorLuca Rood <dev@lucarood.com>2017-06-20 15:33:13 +0300
committerLuca Rood <dev@lucarood.com>2017-06-20 19:39:59 +0300
commit5c5c09439abdf2f759fbc3c17a4e773b9005d77f (patch)
treebce718ddb823f6623e9804b2aa16ddd1f52ed61f /source/blender/editors/space_node
parentaaf37e1216b2a9dfc43591e227c679a5b35af8c0 (diff)
Clean node names and organize menus for eevee
This makes the node menus aware of the Cycles/Eevee distinction, and only show the relevant nodes for the current engine. Names have also been changed to accomodate for the new output node system.
Diffstat (limited to 'source/blender/editors/space_node')
-rw-r--r--source/blender/editors/space_node/node_edit.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_node/node_edit.c b/source/blender/editors/space_node/node_edit.c
index 9ad40ea802e..33382af9087 100644
--- a/source/blender/editors/space_node/node_edit.c
+++ b/source/blender/editors/space_node/node_edit.c
@@ -400,7 +400,7 @@ void ED_node_shader_default(const bContext *C, ID *id)
if (BKE_scene_uses_blender_eevee(scene)) {
output_type = SH_NODE_OUTPUT_EEVEE_MATERIAL;
- shader_type = SH_NODE_OUTPUT_METALLIC;
+ shader_type = SH_NODE_EEVEE_METALLIC;
}
else if (BKE_scene_use_new_shading_nodes(scene)) {
output_type = SH_NODE_OUTPUT_MATERIAL;