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Diffstat (limited to 'source/blender/src/buttons_shading.c')
-rw-r--r--source/blender/src/buttons_shading.c9
1 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index 6121ae0df0e..31448a754cd 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -2874,8 +2874,8 @@ static void material_panel_shading(Material *ma)
uiBlockEndAlign(block);
}
else {
- char *str1= "Diffuse Shader%t|Lambert %x0|Oren-Nayar %x1|Toon %x2";
- char *str2= "Specular Shader%t|CookTorr %x0|Phong %x1|Blinn %x2|Toon %x3";
+ char *str1= "Diffuse Shader%t|Lambert %x0|Oren-Nayar %x1|Toon %x2|Minnaert %x3";
+ char *str2= "Specular Shader%t|CookTorr %x0|Phong %x1|Blinn %x2|Toon %x3|WardIso %x4";
/* diff shader buttons */
uiDefButS(block, MENU, B_MATPRV_DRAW, str1, 9, 180,78,19, &(ma->diff_shader), 0.0, 0.0, 0, 0, "Creates a diffuse shader");
@@ -2888,6 +2888,8 @@ static void material_panel_shading(Material *ma)
uiDefButF(block, NUMSLI, B_MATPRV, "Size:", 90, 160,150,19, &(ma->param[0]), 0.0, 3.14, 0, 0, "Sets size of diffuse toon area");
uiDefButF(block, NUMSLI, B_MATPRV, "Smooth:",90,140,150,19, &(ma->param[1]), 0.0, 1.0, 0, 0, "Sets smoothness of diffuse toon area");
}
+ else if(ma->diff_shader==MA_DIFF_MINNAERT)
+ uiDefButF(block, NUMSLI, B_MATPRV, "Dark:",90,160, 150,19, &(ma->darkness), 0.0, 2.0, 0, 0, "Sets Minnaert darkness");
uiBlockEndAlign(block);
/* spec shader buttons */
@@ -2904,7 +2906,8 @@ static void material_panel_shading(Material *ma)
uiDefButF(block, NUMSLI, B_MATPRV, "Size:", 90, 100,150,19, &(ma->param[2]), 0.0, 1.53, 0, 0, "Sets the size of specular toon area");
uiDefButF(block, NUMSLI, B_MATPRV, "Smooth:",90, 80,150,19, &(ma->param[3]), 0.0, 1.0, 0, 0, "Sets the smoothness of specular toon area");
}
-
+ if(ma->spec_shader==MA_SPEC_WARDISO)
+ uiDefButF(block, NUMSLI, B_MATPRV, "rms:", 90, 100,150,19, &(ma->rms), 0.0, 0.4, 0, 0, "Sets the standard deviation of surface slope");
/* default shading variables */
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI, 0, "Translucency ", 9,30,301,19, &(ma->translucency), 0.0, 1.0, 100, 2, "Amount of diffuse shading of the back side");