Renaming R lobe to Reflection
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@ -3676,9 +3676,9 @@ NODE_DEFINE(MicrofacetHairBsdfNode)
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SOCKET_IN_FLOAT(roughness, "Roughness", 0.3f);
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SOCKET_IN_FLOAT(ior, "IOR", 1.55f);
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SOCKET_IN_FLOAT(R, "R lobe", 1.0f);
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SOCKET_IN_FLOAT(TT, "TT lobe", 1.0f);
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SOCKET_IN_FLOAT(TRT, "TRT lobe", 1.0f);
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SOCKET_IN_FLOAT(R, "Reflection", 1.0f);
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SOCKET_IN_FLOAT(TT, "Transmission", 1.0f);
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SOCKET_IN_FLOAT(TRT, "Secondary Reflection", 1.0f);
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SOCKET_IN_FLOAT(Blur, "Blur", 1.0f);
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@ -3727,9 +3727,9 @@ void MicrofacetHairBsdfNode::compile(SVMCompiler &compiler)
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ShaderInput *melanin_redness_in = input("Melanin Redness");
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ShaderInput *random_color_in = input("Random Color");
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ShaderInput *R_in = input("R lobe");
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ShaderInput *TT_in = input("TT lobe");
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ShaderInput *TRT_in = input("TRT lobe");
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ShaderInput *R_in = input("Reflection");
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ShaderInput *TT_in = input("Transmission");
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ShaderInput *TRT_in = input("Secondary Reflection");
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ShaderInput *Blur_in = input("Blur");
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ShaderInput *aspect_ratio_in = input("Aspect Ratio");
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@ -37,17 +37,17 @@ static void node_declare(NodeDeclarationBuilder &b)
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.min(0.0f)
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.max(1.0f)
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.subtype(PROP_FACTOR);
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b.add_input<decl::Float>(N_("R lobe"))
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b.add_input<decl::Float>(N_("Reflection"))
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.default_value(1.0f)
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.min(0.0f)
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.max(1.0f)
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.subtype(PROP_FACTOR);
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b.add_input<decl::Float>(N_("TT lobe"))
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b.add_input<decl::Float>(N_("Transmission"))
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.default_value(1.0f)
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.min(0.0f)
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.max(1.0f)
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.subtype(PROP_FACTOR);
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b.add_input<decl::Float>(N_("TRT lobe"))
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b.add_input<decl::Float>(N_("Secondary Reflection"))
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.default_value(1.0f)
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.min(0.0f)
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.max(1.0f)
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