diff --git a/source/blender/nodes/shader/nodes/node_shader_displacement.cc b/source/blender/nodes/shader/nodes/node_shader_displacement.cc index d107d89d823..4b283b049df 100644 --- a/source/blender/nodes/shader/nodes/node_shader_displacement.cc +++ b/source/blender/nodes/shader/nodes/node_shader_displacement.cc @@ -8,7 +8,7 @@ namespace blender::nodes::node_shader_displacement_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Height")).default_value(0.0f).min(0.0f).max(1000.0f); - b.add_input(N_("Midlevel")).default_value(0.0f).min(0.0f).max(1000.0f); + b.add_input(N_("Midlevel")).default_value(0.5f).min(0.0f).max(1000.0f); b.add_input(N_("Scale")).default_value(1.0f).min(0.0f).max(1000.0f); b.add_input(N_("Normal")).hide_value(); b.add_output(N_("Displacement")); @@ -17,13 +17,6 @@ static void node_declare(NodeDeclarationBuilder &b) static void node_shader_init_displacement(bNodeTree * /*ntree*/, bNode *node) { node->custom1 = SHD_SPACE_OBJECT; /* space */ - - /* Set default value here for backwards compatibility. */ - LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { - if (STREQ(sock->name, "Midlevel")) { - ((bNodeSocketValueFloat *)sock->default_value)->value = 0.5f; - } - } } static int gpu_shader_displacement(GPUMaterial *mat, diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc b/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc index bd0441b6f6a..73d9c08116e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc @@ -30,7 +30,11 @@ static void sh_node_tex_brick_declare(NodeDeclarationBuilder &b) .max(0.125f) .default_value(0.02f) .no_muted_links(); - b.add_input(N_("Mortar Smooth")).min(0.0f).max(1.0f).no_muted_links(); + b.add_input(N_("Mortar Smooth")) + .min(0.0f) + .max(1.0f) + .default_value(0.1f) + .no_muted_links(); b.add_input(N_("Bias")).min(-1.0f).max(1.0f).no_muted_links(); b.add_input(N_("Brick Width")) .min(0.01f) @@ -78,12 +82,6 @@ static void node_shader_init_tex_brick(bNodeTree * /*ntree*/, bNode *node) tex->squash_freq = 2; node->storage = tex; - - LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { - if (STREQ(sock->name, "Mortar Smooth")) { - ((bNodeSocketValueFloat *)sock->default_value)->value = 0.1f; - } - } } static int node_shader_gpu_tex_brick(GPUMaterial *mat,