forked from bartvdbraak/blender
Fix T38267: dynamic paint Use Object Material not working correct in some cases.
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@ -107,7 +107,7 @@ class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
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elif md.ui_type == 'BRUSH':
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brush = md.brush_settings
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engine = context.scene.render.engine
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use_shading_nodes = context.scene.render.use_shading_nodes
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if brush is None:
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layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
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@ -122,11 +122,11 @@ class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
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col.prop(brush, "paint_wetness", text="Wetness")
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col = split.column()
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if engine == 'BLENDER_RENDER':
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if not use_shading_nodes:
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sub = col.column()
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sub.active = (brush.paint_source != 'PARTICLE_SYSTEM')
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sub.prop(brush, "use_material")
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if brush.use_material and brush.paint_source != 'PARTICLE_SYSTEM' and engine == 'BLENDER_RENDER':
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if brush.use_material and brush.paint_source != 'PARTICLE_SYSTEM' and not use_shading_nodes:
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col.prop(brush, "material", text="")
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col.prop(brush, "paint_alpha", text="Alpha Factor")
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else:
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@ -641,7 +641,7 @@ static int surface_getBrushFlags(DynamicPaintSurface *surface, Scene *scene)
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static int brush_usesMaterial(DynamicPaintBrushSettings *brush, Scene *scene)
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{
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return ((brush->flags & MOD_DPAINT_USE_MATERIAL) && (!strcmp(scene->r.engine, "BLENDER_RENDER")));
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return ((brush->flags & MOD_DPAINT_USE_MATERIAL) && (!BKE_scene_use_new_shading_nodes(scene)));
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}
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/* check whether two bounds intersect */
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