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.
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@ -183,7 +183,7 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
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def draw(self, context):
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self.layout.template_preview(context.material)
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@ -504,7 +504,7 @@ DrawEngineType draw_engine_eevee_type = {
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RenderEngineType DRW_engine_viewport_eevee_type = {
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NULL, NULL,
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EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES,
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EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES | RE_USE_PREVIEW,
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NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL,
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&EEVEE_render_update_passes,
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&eevee_layer_collection_settings_create,
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@ -1376,7 +1376,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
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sp->bmain = CTX_data_main(C);
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sp->view_render = view_render;
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/* hardcoded preview .blend for cycles/internal, this should be solved
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/* hardcoded preview .blend for Eevee + cycles/internal, this should be solved
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* once with custom preview .blend path for external engines */
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if ((method != PR_NODE_RENDER) && id_type != ID_TE && use_new_shading) {
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sp->pr_main = G_pr_main_cycles;
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