Viewport: change default 3D viewport lighting from Studio to Matcap
authorBrecht Van Lommel <brechtvanlommel@gmail.com>
Mon, 20 May 2019 11:55:49 +0000 (13:55 +0200)
committerBrecht Van Lommel <brechtvanlommel@gmail.com>
Mon, 20 May 2019 13:14:40 +0000 (15:14 +0200)
source/blender/blenkernel/intern/screen.c
source/blender/blenloader/intern/versioning_defaults.c

index bc9ec6b28e67bd4b84ee90e2b212630557b7d45a..222e8ddb72472262ce8ba346334dfbb0f9b4d16b 100644 (file)
@@ -840,7 +840,7 @@ void BKE_screen_view3d_shading_init(View3DShading *shading)
   shading->type = OB_SOLID;
   shading->prev_type = OB_SOLID;
   shading->flag = V3D_SHADING_SPECULAR_HIGHLIGHT | V3D_SHADING_XRAY_BONE;
-  shading->light = V3D_LIGHTING_STUDIO;
+  shading->light = V3D_LIGHTING_MATCAP;
   shading->shadow_intensity = 0.5f;
   shading->xray_alpha = 0.5f;
   shading->xray_alpha_wire = 0.5f;
index a517d44fb4ee9312c8821d4c8f5974a4945b5870..c55a860f3b47a4c7737198efbaec91c17c77c50e 100644 (file)
@@ -322,6 +322,7 @@ void BLO_update_defaults_startup_blend(Main *bmain, const char *app_template)
           /* Screen space cavity by default for faster performance. */
           View3D *v3d = sa->spacedata.first;
           v3d->shading.cavity_type = V3D_SHADING_CAVITY_CURVATURE;
+          v3d->shading.light = V3D_LIGHTING_MATCAP;
         }
         else if (sa->spacetype == SPACE_CLIP) {
           SpaceClip *sclip = sa->spacedata.first;