diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c index 35d772afae7a9247b669e34f4a41c212bc58dcfe..9564e73c3e56c667517d0a99804c8e05b0b7c37f 100644 --- a/source/blender/editors/render/render_preview.c +++ b/source/blender/editors/render/render_preview.c @@ -382,9 +382,18 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty } } else { - /* use current scene world to light sphere */ - if (mat->pr_type == MA_SPHERE_A) + if (mat->pr_type == MA_SPHERE_A && sp->pr_method == PR_BUTS_RENDER) { + /* Use current scene world to light sphere. */ sce->world = scene->world; + } + else if (sce->world) { + /* Use a default world color. Using the current + * scene world can be slow if it has big textures. */ + sce->world->use_nodes = false; + sce->world->horr = 0.5f; + sce->world->horg = 0.5f; + sce->world->horb = 0.5f; + } } if (sp->pr_method == PR_ICON_RENDER) { @@ -393,10 +402,6 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty } else { sce->lay = 1 << MA_SPHERE_A; - - /* same as above, use current scene world to light sphere */ - if (BKE_scene_use_new_shading_nodes(scene)) - sce->world = scene->world; } } else { @@ -494,6 +499,15 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2); } } + else { + if (sce->world) { + /* Only use lighting from the lamp. */ + sce->world->use_nodes = false; + sce->world->horr = 0.0f; + sce->world->horg = 0.0f; + sce->world->horb = 0.0f; + } + } for (base = sce->base.first; base; base = base->next) { if (base->object->id.name[2] == 'p') {