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authorSergey Sharybin <sergey.vfx@gmail.com>2015-05-09 16:53:57 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-05-09 17:04:09 +0300
commit7eac672e4f3a1592e64fd37a40ce23ac02569e6f (patch)
tree96d36155eb9f33c210d93e1ba180ba8cde507bb5
parent8c1b805f87209ae6282d77b213ed2527f2d7c207 (diff)
Cycles: Set default closure values to some of the nodes
Previously it was only set at compilation time which is all fine but does not let us to check which closure the node corresponds to prior to the compilation.
-rw-r--r--intern/cycles/render/nodes.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index d17d531aa77..d3f26a08292 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -1609,6 +1609,7 @@ ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
AnisotropicBsdfNode::AnisotropicBsdfNode()
{
+ closure = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
distribution = ustring("GGX");
add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
@@ -1661,6 +1662,7 @@ ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
GlossyBsdfNode::GlossyBsdfNode()
{
+ closure = CLOSURE_BSDF_MICROFACET_GGX_ID;
distribution = ustring("GGX");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
@@ -1699,6 +1701,7 @@ ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
GlassBsdfNode::GlassBsdfNode()
{
+ closure = CLOSURE_BSDF_SHARP_GLASS_ID;
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
@@ -1738,6 +1741,7 @@ ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init(
RefractionBsdfNode::RefractionBsdfNode()
{
+ closure = CLOSURE_BSDF_REFRACTION_ID;
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
@@ -1776,6 +1780,7 @@ ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
ToonBsdfNode::ToonBsdfNode()
{
+ closure = CLOSURE_BSDF_DIFFUSE_TOON_ID;
component = ustring("Diffuse");
add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
@@ -2135,6 +2140,7 @@ ShaderEnum HairBsdfNode::component_enum = hair_component_init();
HairBsdfNode::HairBsdfNode()
{
+ closure = CLOSURE_BSDF_HAIR_REFLECTION_ID;
component = ustring("Reflection");
add_input("Offset", SHADER_SOCKET_FLOAT);