diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-05-09 16:53:57 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-05-09 17:04:09 +0300 |
commit | 7eac672e4f3a1592e64fd37a40ce23ac02569e6f (patch) | |
tree | 96d36155eb9f33c210d93e1ba180ba8cde507bb5 | |
parent | 8c1b805f87209ae6282d77b213ed2527f2d7c207 (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.cpp | 6 |
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); |