Render: default roughness distribution to Multiscatter GGX #111267
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@ -608,6 +608,7 @@ void BLO_update_defaults_startup_blend(Main *bmain, const char *app_template)
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bNodeSocketValueFloat *roughness_data = static_cast<bNodeSocketValueFloat *>(
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roughness_socket->default_value);
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roughness_data->value = 0.5f;
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node->custom1 = SHD_GLOSSY_MULTI_GGX;
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node->custom2 = SHD_SUBSURFACE_RANDOM_WALK;
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BKE_ntree_update_tag_node_property(ma->nodetree, node);
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}
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@ -22,7 +22,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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static void node_shader_init_glass(bNodeTree * /*ntree*/, bNode *node)
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{
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node->custom1 = SHD_GLOSSY_BECKMANN;
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node->custom1 = SHD_GLOSSY_MULTI_GGX;
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}
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static int node_shader_gpu_bsdf_glass(GPUMaterial *mat,
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@ -36,7 +36,7 @@ static void node_shader_buts_glossy(uiLayout *layout, bContext * /*C*/, PointerR
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static void node_shader_init_glossy(bNodeTree * /*ntree*/, bNode *node)
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{
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node->custom1 = SHD_GLOSSY_GGX;
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node->custom1 = SHD_GLOSSY_MULTI_GGX;
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}
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static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat,
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@ -137,7 +137,7 @@ static void node_shader_buts_principled(uiLayout *layout, bContext * /*C*/, Poin
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static void node_shader_init_principled(bNodeTree * /*ntree*/, bNode *node)
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{
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node->custom1 = SHD_GLOSSY_GGX;
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node->custom1 = SHD_GLOSSY_MULTI_GGX;
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node->custom2 = SHD_SUBSURFACE_RANDOM_WALK;
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}
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