[Bf-committers] Regarding: Cycles support for specular color in solid shading mode

Antony Riakiotakis kalast at gmail.com
Mon Dec 1 11:15:37 CET 2014

Hi, due to the way material data is shared, such a unification cannot be
complete unless we have an extra slider for intensity, which I personally
feel would be redundant - color intensity provides a way to tweak the
intensity anyway so for materials other than the default it's easy to tweak
the result. What we could do is just make sure that the default (no)
material for cycles and blender internal look the same by introducing an ad
hoc factor of 0.8 for cycles. I wouldn't do it for all materials though or
we can get people complaining that their materials are not bright enough.
If more people really think the extra slider is necessary I see no big
problem with exposing it though.

On 1 December 2014 at 10:10, Mikhail Rachinskiy <wellmaderice at gmail.com>

> Hi,
> considering last commit:
> https://developer.blender.org/rB9124ecb16b220d3222214859ec4b1d67e6313bcc
> The difference between Cycles and Internal solid shading modes became too
> noticeable and not in favor of Cycles. Last commit enables specular color
> in viewport for Cycles makes it too bright and uncomfortable, because
> default diffuse color intensity in Cycles is brighter than in Internal:
> Here is few image comparison:
> No Material: http://i.imgur.com/PPeRRKM.png
> Default Material: http://i.imgur.com/1XxLmHD.png
> Default Material values:
> Cycles:  Diffuse RGB 0.8, intensity 1
> Internal: Diffuse RGB 0.8, intensity 0.8
> Cycles:  Specular RGB 1, intensity 1
> Internal: Specular RGB 1, intensity 0.5
> I do not know the values for “no material”.
> I want to propose if not to unify colors between Cysles and Internal solid
> shading modes, but at least to turn down viewport specular color for Cycles
> for both no material and default material shading (as it's not affecting
> render result anyway) to make it again comfortable looking.
> --
> Regards,
> Mikhail Rachinskiy
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