Shaders: rename Specular to Specular IOR Level in Principled BSDF

To clarify that this is no longer the primary control, but rather
and adjustment on IOR.

Ref #99447
Ref #112552
This commit is contained in:
Brecht Van Lommel
2023-09-25 12:52:13 +02:00
parent 239edb27ad
commit 1d265eed5d
15 changed files with 34 additions and 33 deletions

View File

@@ -281,14 +281,14 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def specular_get(self):
if not self.use_nodes or self.node_principled_bsdf is None:
return self.material.specular_intensity
return self.node_principled_bsdf.inputs["Specular"].default_value
return self.node_principled_bsdf.inputs["Specular IOR Level"].default_value
@_set_check
def specular_set(self, value):
value = values_clamp(value, 0.0, 1.0)
self.material.specular_intensity = value
if self.use_nodes and self.node_principled_bsdf is not None:
self.node_principled_bsdf.inputs["Specular"].default_value = value
self.node_principled_bsdf.inputs["Specular IOR Level"].default_value = value
specular = property(specular_get, specular_set)
@@ -313,7 +313,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
return None
return ShaderImageTextureWrapper(
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs["Specular"],
self.node_principled_bsdf.inputs["Specular IOR Level"],
grid_row_diff=0,
colorspace_name='Non-Color',
)