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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-07 22:59:23 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-07 22:59:23 +0400
commit58a290234b0719ce48854e2f6744575b353bf7d3 (patch)
tree8891bc5663c9b8e19cdaa2a1d58ec0e39ff3f2f3 /intern/cycles/blender/blender_object.cpp
parentb20a7e01d046b95a79663da1a8072358709a5a8b (diff)
Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission. The Light Path node here is still weak and does not give this info. To make that work we'd need to evaluate the shader multiple times which is slow and we can't detect well enough when it is actually needed.
Diffstat (limited to 'intern/cycles/blender/blender_object.cpp')
-rw-r--r--intern/cycles/blender/blender_object.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp
index 5dbb46bda2e..75f0c48a8a2 100644
--- a/intern/cycles/blender/blender_object.cpp
+++ b/intern/cycles/blender/blender_object.cpp
@@ -159,6 +159,12 @@ void BlenderSync::sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSI
light->use_mis = get_boolean(clamp, "use_multiple_importance_sampling");
light->samples = get_int(clamp, "samples");
+ /* visibility */
+ uint visibility = object_ray_visibility(b_ob);
+ light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
+ light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
+ light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
+
/* tag */
light->tag_update(scene);
}