Micheus,
So you want to move the "Default Shader" setting under Edit > Plugin Preferences > Yafaray to the Material Properties dialog. Why not simply add a "Default Shader" setting under Edit > Plugin Preferences > Kerkythea??? Once set, I don't think one would change it very often.
Yes, I have used the eye dropper (color picker) to copy colors and it is only one extra click. For some reason when using the eye dropper the numbers never match exactly for me...
Sorry I cannot test the 64bit version. Point and Area lights have no problems in the 32bit version.
Yes, the default reflected color could change to something other than black. Currently the variable DefReflected is used to control the reflected color for all the different shaders. DefReflected is defined by the OpenGL Specular color which is black by default. I don't know where you would change the default OpenGL specular color. I guess you could make DefReflected a separate definable default so that it is not using the OpenGL Specular color. I just got a little lazy with some things and just followed what was done in old Yafray...
The OpenGL Shininess and Opacity settings have no affect on YafaRay render results.
oort
So you want to move the "Default Shader" setting under Edit > Plugin Preferences > Yafaray to the Material Properties dialog. Why not simply add a "Default Shader" setting under Edit > Plugin Preferences > Kerkythea??? Once set, I don't think one would change it very often.
Yes, I have used the eye dropper (color picker) to copy colors and it is only one extra click. For some reason when using the eye dropper the numbers never match exactly for me...
Sorry I cannot test the 64bit version. Point and Area lights have no problems in the 32bit version.
Yes, the default reflected color could change to something other than black. Currently the variable DefReflected is used to control the reflected color for all the different shaders. DefReflected is defined by the OpenGL Specular color which is black by default. I don't know where you would change the default OpenGL specular color. I guess you could make DefReflected a separate definable default so that it is not using the OpenGL Specular color. I just got a little lazy with some things and just followed what was done in old Yafray...
The OpenGL Shininess and Opacity settings have no affect on YafaRay render results.
oort