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Diffstat (limited to 'source/blender/src/buttons_shading.c')
-rw-r--r--source/blender/src/buttons_shading.c34
1 files changed, 19 insertions, 15 deletions
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index f228bee4fde..75f19245550 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -2251,30 +2251,34 @@ static void material_panel_tramir(Material *ma)
uiNewPanelTabbed("Shaders", "Material");
if(uiNewPanel(curarea, block, "Mirror Transp", "Material", 640, 0, 318, 204)==0) return;
+ uiDefButI(block, TOG|BIT|18, B_MATPRV,"Ray Mirror",210,180,100,20, &(ma->mode), 0, 0, 0, 0, "Enables raytracing for mirror reflection rendering");
+
uiBlockBeginAlign(block);
- uiDefButF(block, NUMSLI, B_MATPRV, "RayMir ", 10,180,200,19, &(ma->ray_mirror), 0.0, 1.0, 100, 2, "Sets the amount mirror reflection for raytrace");
- uiDefButI(block, TOG|BIT|18, B_MATPRV,"Ray Mirror",210,180,100,19, &(ma->mode), 0, 0, 0, 0, "Enables raytracing for mirror reflection rendering");
- uiDefButF(block, NUMSLI, B_MATPRV, "Fresnel ", 10,160,200,19, &(ma->fresnel_mir), 0.0, 5.0, 100, 2, "Power of Fresnel for mirror reflection");
- uiDefButS(block, NUM, B_MATPRV, "Depth:", 210,160,100,19, &(ma->ray_depth), 0.0, 10.0, 100, 0, "Amount of inter-reflections calculated maximal ");
+ uiDefButF(block, NUMSLI, B_MATPRV, "RayMir ", 10,160,200,20, &(ma->ray_mirror), 0.0, 1.0, 100, 2, "Sets the amount mirror reflection for raytrace");
+ uiDefButS(block, NUM, B_MATPRV, "Depth:", 210,160,100,20, &(ma->ray_depth), 0.0, 10.0, 100, 0, "Amount of inter-reflections calculated maximal ");
+
+ uiDefButF(block, NUMSLI, B_MATPRV, "Fresnel ", 10,140,160,20, &(ma->fresnel_mir), 0.0, 5.0, 10, 2, "Power of Fresnel for mirror reflection");
+ uiDefButF(block, NUMSLI, B_MATPRV, "Fac ", 170,140,140,20, &(ma->fresnel_mir_i), 1.0, 5.0, 10, 2, "Blending factor for Fresnel");
uiBlockBeginAlign(block);
- uiDefButF(block, NUMSLI, B_MATPRV, "Alpha ", 10,130,200,19, &(ma->alpha), 0.0, 1.0, 0, 0, "Sets the material's opacity and transparency mix");
- uiDefButI(block, TOG|BIT|6, B_MATZTRANSP,"ZTransp", 210,130,100,19, &(ma->mode), 0, 0, 0, 0, "Enables Z-Buffering of transparent faces");
+ uiDefButI(block, TOG|BIT|6, B_MATZTRANSP,"ZTransp", 110,110,100,20, &(ma->mode), 0, 0, 0, 0, "Enables Z-Buffering of transparent faces");
+ uiDefButI(block, TOG|BIT|17, B_MATRAYTRANSP,"Ray Transp",210,110,100,20, &(ma->mode), 0, 0, 0, 0, "Enables raytracing for transparency rendering");
- uiDefButF(block, NUMSLI, B_MATPRV, "IOR ", 10,110,200,19, &(ma->ang), 1.0, 3.0, 100, 2, "Sets the angular index of refraction for raytrace");
- uiDefButI(block, TOG|BIT|17, B_MATRAYTRANSP,"Ray Transp",210,110,100,19, &(ma->mode), 0, 0, 0, 0, "Enables raytracing for transparency rendering");
+ uiBlockBeginAlign(block);
+ uiDefButF(block, NUMSLI, B_MATPRV, "IOR ", 10,90,200,20, &(ma->ang), 1.0, 3.0, 100, 2, "Sets the angular index of refraction for raytrace");
+ uiDefButS(block, NUM, B_MATPRV, "Depth:", 210,90,100,20, &(ma->ray_depth_tra), 0.0, 10.0, 100, 0, "Amount of refractions calculated maximal ");
- uiDefButF(block, NUMSLI, B_MATPRV, "Fresnel ", 10,90,200,19, &(ma->fresnel_tra), 0.0, 5.0, 100, 2, "Power of Fresnel for transparency");
- uiDefButS(block, NUM, B_MATPRV, "Depth:", 210,90,100,19, &(ma->ray_depth_tra), 0.0, 10.0, 100, 0, "Amount of refractions calculated maximal ");
+ uiDefButF(block, NUMSLI, B_MATPRV, "Fresnel ", 10,70,160,20, &(ma->fresnel_tra), 0.0, 5.0, 10, 2, "Power of Fresnel for transparency");
+ uiDefButF(block, NUMSLI, B_MATPRV, "Fac ", 170,70,140,20, &(ma->fresnel_tra_i), 1.0, 5.0, 10, 2, "Blending factor for Fresnel");
uiBlockBeginAlign(block);
- uiDefButF(block, NUMSLI, B_MATPRV, "SpecTra ", 10,60,150,19, &(ma->spectra), 0.0, 1.0, 0, 0, "Makes specular areas opaque on transparent materials");
- uiDefButF(block, NUMSLI, B_MATPRV, "Add ", 160,60,150,19, &(ma->add), 0.0, 1.0, 0, 0, "Sets a glow factor for transparant materials");
+ uiDefButF(block, NUMSLI, B_MATPRV, "SpecTra ", 10,40,150,20, &(ma->spectra), 0.0, 1.0, 0, 0, "Makes specular areas opaque on transparent materials");
+ uiDefButF(block, NUMSLI, B_MATPRV, "Add ", 160,40,150,20, &(ma->add), 0.0, 1.0, 0, 0, "Sets a glow factor for transparant materials");
uiBlockBeginAlign(block);
- uiDefButI(block, TOG|BIT|10, 0, "OnlyShadow", 10,10,100,19, &(ma->mode), 0, 0, 0, 0, "Renders shadows falling on material only");
- uiDefButI(block, TOG|BIT|14, 0, "No Mist", 110,10,100,19, &(ma->mode), 0, 0, 0, 0, "Sets the material to ignore mist values");
- uiDefButI(block, TOG|BIT|9, 0, "Env", 210,10,100,19, &(ma->mode), 0, 0, 0, 0, "Causes faces to render with alpha zero: allows sky/backdrop to show through");
+ uiDefButI(block, TOG|BIT|10, 0, "OnlyShadow", 10,10,100,20, &(ma->mode), 0, 0, 0, 0, "Renders shadows falling on material only");
+ uiDefButI(block, TOG|BIT|14, 0, "No Mist", 110,10,100,20, &(ma->mode), 0, 0, 0, 0, "Sets the material to ignore mist values");
+ uiDefButI(block, TOG|BIT|9, 0, "Env", 210,10,100,20, &(ma->mode), 0, 0, 0, 0, "Causes faces to render with alpha zero: allows sky/backdrop to show through");
uiBlockEndAlign(block);