forked from LeenkxTeam/LNXSDK
Repe [T3DU] and Moises Jpelaez updates
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@ -66,7 +66,7 @@ def update_preset(self, context):
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rpdat.rp_stereo = False
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rpdat.rp_voxelgi_resolution = '32'
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rpdat.lnx_voxelgi_size = 0.125
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rpdat.rp_voxels = 'Voxel GI'
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rpdat.rp_voxels = 'Off'
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rpdat.rp_render_to_texture = True
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'SMAA'
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@ -142,7 +142,7 @@ def update_preset(self, context):
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rpdat.rp_hdr = True
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_voxels = 'Voxel GI'
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rpdat.rp_voxels = 'Off'
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rpdat.rp_voxelgi_resolution = '64'
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rpdat.lnx_voxelgi_size = 0.125
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rpdat.lnx_voxelgi_step = 0.01
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@ -444,7 +444,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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rp_draw_order: EnumProperty(
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items=[('Auto', 'Auto', 'Auto'),
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('Distance', 'Distance', 'Distance'),
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('Shader', 'Shader', 'Shader')],
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('Index', 'Index', 'Index')],
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name='Draw Order', description='Sort objects', default='Auto', update=assets.invalidate_compiled_data)
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rp_depth_texture: BoolProperty(name="Depth Texture", description="Current render-path state", default=False)
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rp_depth_texture_state: EnumProperty(
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@ -669,9 +669,10 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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('Off', 'Off', 'Off')],
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name='Shape key', description='Enable shape keys', default='On', update=assets.invalidate_shader_cache)
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lnx_particles: EnumProperty(
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items=[('On', 'On', 'On'),
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items=[('GPU', 'GPU', 'GPU'),
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('CPU', 'CPU', 'CPU'),
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('Off', 'Off', 'Off')],
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name='Particles', description='Enable particle simulation', default='On', update=assets.invalidate_shader_cache)
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name='Particles', description='Enable particle simulation', default='GPU', update=assets.invalidate_shader_cache)
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# Material override flags
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lnx_culling: BoolProperty(name="Culling", default=True)
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lnx_two_sided_area_light: BoolProperty(name="Two-Sided Area Light", description="Emit light from both faces of area plane", default=False, update=assets.invalidate_shader_cache)
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