Workbench: Specular Highlights #55285

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opened 2018-06-01 11:51:40 +02:00 by Jeroen Bakker · 6 comments
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- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
  for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
  readable
- Uses the roughness setting of the basic eevee material - renamed gloss_mir to roughness - set default of roughness to 0.25 - renamed ray_mirror to metallic - cleaned up material rna (BI mirror struct) - use BLINN phong model - normalize incoming/outgoing specular light - when using camera oriented studiolight, the SolidLight will be used ``` for specular highlights ``` - EXPERIMENT: when in world oriented studiolight only the shadow direction will be used. - change the settings of the internal light to make scenes more ``` readable
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Member

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker

Added subscriber: @cedriclepiller

Added subscriber: @cedriclepiller

Could you add a roughness slider or prop to use custom roughness and specular intensity?

Could you add a roughness slider or prop to use custom roughness and specular intensity?
Jeroen Bakker self-assigned this 2018-06-01 17:28:06 +02:00

Added subscriber: @Okavango

Added subscriber: @Okavango

@Jeroen-Bakker strikes again!

@Jeroen-Bakker strikes again!

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#55285
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