diff options
author | Hans Goudey <h.goudey@me.com> | 2022-04-07 00:19:44 +0300 |
---|---|---|
committer | Hans Goudey <h.goudey@me.com> | 2022-04-07 00:20:38 +0300 |
commit | 8b04308953adae983562026a2aa7bbd38e74174d (patch) | |
tree | c3d8d650be460a8f7ce6780d5f07d12db22527aa /source | |
parent | 74db0f3d5fa18e1992a716e2e38e910965dab28f (diff) |
Curves: Hair to Curves rename in Cycles/EEVEE UI
Change uses of "Hair" in Render Settings UI in the property editor
and the "Hair Info" node to use the "Curves" name to reflect the
design described in T95355, where hair is just a use case of a more
general curves data type.
While these settings still affect the particle hair system,
the idea is that if we have to choose one naming scheme to align
with, we should choose the option that aligns with future plans
and current development efforts, especially since the particle
system is considered a legacy feature.
A few notes:
- "Principled Hair BSDF" is not affected since it's meant for hair.
- Python API property identifiers are not affected.
Differential Revision: https://developer.blender.org/D14573
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/makesrna/intern/rna_scene.c | 4 | ||||
-rw-r--r-- | source/blender/nodes/NOD_static_types.h | 2 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_hair_info.cc | 2 |
3 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c index 7095d8a4172..050e08348a0 100644 --- a/source/blender/makesrna/intern/rna_scene.c +++ b/source/blender/makesrna/intern/rna_scene.c @@ -6318,13 +6318,13 @@ static void rna_def_scene_render_data(BlenderRNA *brna) /* Hairs */ prop = RNA_def_property(srna, "hair_type", PROP_ENUM, PROP_NONE); RNA_def_property_enum_items(prop, hair_shape_type_items); - RNA_def_property_ui_text(prop, "Hair Shape Type", "Hair shape type"); + RNA_def_property_ui_text(prop, "Curves Shape Type", "Curves shape type"); RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_Scene_glsl_update"); prop = RNA_def_property(srna, "hair_subdiv", PROP_INT, PROP_NONE); RNA_def_property_range(prop, 0, 3); RNA_def_property_ui_text( - prop, "Additional Subdivision", "Additional subdivision along the hair"); + prop, "Additional Subdivision", "Additional subdivision along the curves"); RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_Scene_glsl_update"); /* Performance */ diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h index af27ed9bc06..0cc5b2d541d 100644 --- a/source/blender/nodes/NOD_static_types.h +++ b/source/blender/nodes/NOD_static_types.h @@ -81,7 +81,7 @@ DefNode(ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIG DefNode(ShaderNode, SH_NODE_LIGHT_FALLOFF, 0, "LIGHT_FALLOFF", LightFalloff, "Light Falloff", "" ) DefNode(ShaderNode, SH_NODE_OBJECT_INFO, 0, "OBJECT_INFO", ObjectInfo, "Object Info", "" ) DefNode(ShaderNode, SH_NODE_PARTICLE_INFO, 0, "PARTICLE_INFO", ParticleInfo, "Particle Info", "" ) -DefNode(ShaderNode, SH_NODE_HAIR_INFO, 0, "HAIR_INFO", HairInfo, "Hair Info", "" ) +DefNode(ShaderNode, SH_NODE_HAIR_INFO, 0, "HAIR_INFO", HairInfo, "Curves Info", "" ) DefNode(ShaderNode, SH_NODE_POINT_INFO, 0, "POINT_INFO", PointInfo, "Point Info", "" ) DefNode(ShaderNode, SH_NODE_VOLUME_INFO, 0, "VOLUME_INFO", VolumeInfo, "Volume Info", "" ) DefNode(ShaderNode, SH_NODE_WIREFRAME, def_sh_tex_wireframe, "WIREFRAME", Wireframe, "Wireframe", "" ) diff --git a/source/blender/nodes/shader/nodes/node_shader_hair_info.cc b/source/blender/nodes/shader/nodes/node_shader_hair_info.cc index 49910bd5c66..11d23e47735 100644 --- a/source/blender/nodes/shader/nodes/node_shader_hair_info.cc +++ b/source/blender/nodes/shader/nodes/node_shader_hair_info.cc @@ -37,7 +37,7 @@ void register_node_type_sh_hair_info() static bNodeType ntype; - sh_node_type_base(&ntype, SH_NODE_HAIR_INFO, "Hair Info", NODE_CLASS_INPUT); + sh_node_type_base(&ntype, SH_NODE_HAIR_INFO, "Curves Info", NODE_CLASS_INPUT); ntype.declare = file_ns::node_declare; node_type_gpu(&ntype, file_ns::node_shader_gpu_hair_info); |