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-rw-r--r--source/blender/src/buttons_shading.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index 2e6dc7da9e1..f74afde5e81 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -909,7 +909,7 @@ static void texture_panel_pointdensity(Tex *tex)
X2CLM1, yco-=BUTH, BUTW2, BUTH, 0, 0, 0, 0, 0, "");
uiDefButF(block, NUM, B_REDR, "Radius: ",
- X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->radius), 0.001, 100.0, 10, 2, "Radius to look for nearby particles within");
+ X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->radius), 0.001, 10000.0, 10, 2, "Radius to look for nearby particles within");
yco -= YSPACE;
@@ -1021,11 +1021,11 @@ static void texture_panel_pointdensity_modify(Tex *tex)
if (pd->flag & TEX_PD_TURBULENCE) {
uiDefButF(block, NUM, B_REDR, "Size: ",
- X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->noise_size), 0.001, 100.0, 10, 2, "Turbulence size");
+ X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->noise_size), 0.001, 10000.0, 10, 2, "Turbulence size");
uiDefButS(block, NUM, B_REDR, "Depth: ",
- X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->noise_depth), 0.0, 100.0, 10, 2, "Turbulence depth");
+ X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->noise_depth), 0.0, 1024.0, 10, 2, "Turbulence depth");
uiDefButF(block, NUM, B_REDR, "Strength: ",
- X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->noise_fac), 0.001, 100.0, 10, 2, "");
+ X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->noise_fac), 0.001, 10000.0, 10, 2, "");
uiBlockEndAlign(block);