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author | Dalai Felinto <dfelinto@gmail.com> | 2018-02-27 15:21:54 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-02-27 15:31:16 +0300 |
commit | 12c8fef8c7259bfdae367900f5a85f9b42e8d541 (patch) | |
tree | cf55808421c68c77504957e195ee17a30d354615 /source/blender/editors | |
parent | 3d7235fc8787c8f63ead313f0a891600dbc4d6fa (diff) |
Eevee preview materials
Now that Eevee has support for offline rendering (F12) we can use it for
the Material previews.
Note: This makes the duplicated UI issue one panel worse. That happens when
Cycles if your scene engine, and Eevee is your workspace engine.
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/render/render_preview.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c index c76a6aa175a..79562ae386b 100644 --- a/source/blender/editors/render/render_preview.c +++ b/source/blender/editors/render/render_preview.c @@ -1376,7 +1376,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M sp->bmain = CTX_data_main(C); sp->view_render = view_render; - /* hardcoded preview .blend for cycles/internal, this should be solved + /* hardcoded preview .blend for Eevee + cycles/internal, this should be solved * once with custom preview .blend path for external engines */ if ((method != PR_NODE_RENDER) && id_type != ID_TE && use_new_shading) { sp->pr_main = G_pr_main_cycles; |