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authorLukas Stockner <lukasstockner97>2019-12-04 21:57:28 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-12-10 22:44:46 +0300
commite760972221e68d3c81f2ee3687cc71836dde8ae9 (patch)
treeb1a2efbb17c05a429e4509d336a1eb14c73cfb8c /intern/cycles/blender/blender_shader.cpp
parent35b5888b157d05d378df3acc899d28856a9eb9a4 (diff)
Cycles: support for custom shader AOVs
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r--intern/cycles/blender/blender_shader.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 412e54ea29d..c3564eac940 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -921,6 +921,12 @@ static ShaderNode *add_node(Scene *scene,
disp->attribute = "";
node = disp;
}
+ else if (b_node.is_a(&RNA_ShaderNodeOutputAOV)) {
+ BL::ShaderNodeOutputAOV b_aov_node(b_node);
+ OutputAOVNode *aov = new OutputAOVNode();
+ aov->name = b_aov_node.name();
+ node = aov;
+ }
if (node) {
node->name = b_node.name();