Cycles: Change default material to match Blender and EEVEE
Use Principled BSDF instead of Diffuse BSDF. This is a breaking change but likely does not affect many scenes significantly. It adds some specularity when an object does not have a a material assigned. Fix #142538 Pull Request: https://projects.blender.org/blender/blender/pulls/142703
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@@ -672,10 +672,8 @@ void ShaderManager::add_default(Scene *scene)
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{
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unique_ptr<ShaderGraph> graph = make_unique<ShaderGraph>();
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DiffuseBsdfNode *diffuse = graph->create_node<DiffuseBsdfNode>();
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diffuse->set_color(make_float3(0.8f, 0.8f, 0.8f));
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graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface"));
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PrincipledBsdfNode *bsdf = graph->create_node<PrincipledBsdfNode>();
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graph->connect(bsdf->output("BSDF"), graph->output()->input("Surface"));
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Shader *shader = scene->create_node<Shader>();
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shader->name = "default_surface";
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@@ -2550,7 +2550,7 @@ NODE_DEFINE(PrincipledBsdfNode)
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SOCKET_IN_FLOAT(subsurface_ior, "Subsurface IOR", 1.4f);
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SOCKET_IN_FLOAT(subsurface_anisotropy, "Subsurface Anisotropy", 0.0f);
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SOCKET_IN_FLOAT(specular_ior_level, "Specular IOR Level", 0.0f);
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SOCKET_IN_FLOAT(specular_ior_level, "Specular IOR Level", 0.5f);
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SOCKET_IN_COLOR(specular_tint, "Specular Tint", one_float3());
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SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f);
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SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f);
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