Cycles/Eevee: unify light strength and color
authorBrecht Van Lommel <brechtvanlommel@gmail.com>
Sun, 12 May 2019 11:41:23 +0000 (13:41 +0200)
committerBrecht Van Lommel <brechtvanlommel@gmail.com>
Mon, 13 May 2019 13:56:10 +0000 (15:56 +0200)
commit21854575a4ede7d0c16fbe31ac90e66493f607fe
tree1a196b314cbd7f5eedd16caef6d1de43b0cd2837
parent7ad802cf3ae500bc72863b6dba0f28a488fce3d1
Cycles/Eevee: unify light strength and color

Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.

Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.

If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.

If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.

Differential Revision: https://developer.blender.org/D4588
12 files changed:
intern/cycles/blender/addon/ui.py
intern/cycles/blender/blender_object.cpp
intern/cycles/blender/blender_shader.cpp
intern/cycles/kernel/kernel_emission.h
intern/cycles/kernel/kernel_types.h
intern/cycles/render/light.cpp
intern/cycles/render/light.h
source/blender/blenkernel/BKE_blender_version.h
source/blender/blenloader/intern/versioning_cycles.c
source/blender/draw/engines/eevee/eevee_lights.c
source/blender/editors/object/object_add.c
source/blender/editors/space_node/node_edit.c