From 12c8fef8c7259bfdae367900f5a85f9b42e8d541 Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Tue, 27 Feb 2018 09:21:54 -0300 Subject: Eevee preview materials Now that Eevee has support for offline rendering (F12) we can use it for the Material previews. Note: This makes the duplicated UI issue one panel worse. That happens when Cycles if your scene engine, and Eevee is your workspace engine. --- source/blender/editors/render/render_preview.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/editors/render') diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c index c76a6aa175a..79562ae386b 100644 --- a/source/blender/editors/render/render_preview.c +++ b/source/blender/editors/render/render_preview.c @@ -1376,7 +1376,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M sp->bmain = CTX_data_main(C); sp->view_render = view_render; - /* hardcoded preview .blend for cycles/internal, this should be solved + /* hardcoded preview .blend for Eevee + cycles/internal, this should be solved * once with custom preview .blend path for external engines */ if ((method != PR_NODE_RENDER) && id_type != ID_TE && use_new_shading) { sp->pr_main = G_pr_main_cycles; -- cgit v1.2.3