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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/makesdna/DNA_material_types.h
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/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 564e6aee3fc..64c40cc3efa 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -73,7 +73,13 @@ typedef struct Material {
/* Colors from Blender Internal that we are still using. */
float r, g, b;
float specr, specg, specb;
- float alpha, ray_mirror, spec, gloss_mir;
+ float alpha DNA_DEPRECATED;
+ float ray_mirror DNA_DEPRECATED;
+ float spec;
+ float gloss_mir DNA_DEPRECATED; /* renamed and inversed to roughness */
+ float roughness;
+ float metallic;
+ float pad4[2];
/* Ror buttons and render. */
char pr_type, use_nodes;