'Fix' [#21119] volumetric material always casts shadows

Revealed hidden 'options' panel for volumes too.
This commit is contained in:
2010-04-16 04:24:29 +00:00
parent 7119d5ba70
commit 4ad2b51d64

View File

@@ -911,6 +911,32 @@ class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
col = split.column()
col.label()
col.prop(vol, "depth_cutoff")
class MATERIAL_PT_volume_options(VolumeButtonsPanel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
bl_default_closed = True
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(mat, "traceable")
col.prop(mat, "full_oversampling")
col.prop(mat, "exclude_mist")
col = split.column()
col.label(text="Light Group:")
col.prop(mat, "light_group", text="")
row = col.row()
row.active = bool(mat.light_group)
row.prop(mat, "light_group_exclusive", text="Exclusive")
classes = [
@@ -937,8 +963,8 @@ classes = [
MATERIAL_PT_volume_shading,
MATERIAL_PT_volume_lighting,
MATERIAL_PT_volume_transp,
MATERIAL_PT_volume_integration,
MATERIAL_PT_volume_options,
MATERIAL_PT_custom_props]