Cycles: show viewport hair settings when using Cycles
Before this patch, users had to switch render engines just to change how the hair should be displayed in solid and material preview viewport shading modes. Differential Revision: https://developer.blender.org/D14290
This commit is contained in:
committed by
Brecht Van Lommel
parent
3902bebf18
commit
3b28c785d4
@@ -484,6 +484,18 @@ class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
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sub.prop(props, "overscan_size", text="")
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def draw_hair_settings(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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layout.prop(rd, "hair_type", text="Shape", expand=True)
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layout.prop(rd, "hair_subdiv")
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class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
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bl_label = "Hair"
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bl_options = {'DEFAULT_CLOSED'}
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@@ -494,14 +506,7 @@ class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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layout.use_property_split = True
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layout.prop(rd, "hair_type", expand=True)
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layout.prop(rd, "hair_subdiv")
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draw_hair_settings(self, context)
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class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
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@@ -519,6 +524,7 @@ class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
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rd = scene.render
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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layout.prop(rd, "use_high_quality_normals")
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