diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-08-04 20:43:40 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-08-05 18:22:38 +0300 |
commit | ca64bd0aacdaa9fcf75d693321d4d73c4a6a991a (patch) | |
tree | cfbecc0f9cb815d3b17efc0f60261ac590c69d8a /intern/cycles/blender/blender_util.h | |
parent | 6c326ba0a24f24763b751483a0ee0cc98abdd921 (diff) |
Render: move Cycles visibility, holdout and shadow catcher properties to Blender
The immediate reason for this is that we want to be able to initialize them
to different defaults for light objects, which is hard with Python properties.
But in general it is useful to be able to share these with other renderers.
As a side effect, Eevee now supports a per-object holdout instead of only
per-collection.
Differential Revision: https://developer.blender.org/D12133
Diffstat (limited to 'intern/cycles/blender/blender_util.h')
-rw-r--r-- | intern/cycles/blender/blender_util.h | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h index 43dbb4105df..2b2188b023d 100644 --- a/intern/cycles/blender/blender_util.h +++ b/intern/cycles/blender/blender_util.h @@ -596,15 +596,14 @@ static inline Mesh::SubdivisionType object_subdivision_type(BL::Object &b_ob, static inline uint object_ray_visibility(BL::Object &b_ob) { - PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility"); uint flag = 0; - flag |= get_boolean(cvisibility, "camera") ? PATH_RAY_CAMERA : 0; - flag |= get_boolean(cvisibility, "diffuse") ? PATH_RAY_DIFFUSE : 0; - flag |= get_boolean(cvisibility, "glossy") ? PATH_RAY_GLOSSY : 0; - flag |= get_boolean(cvisibility, "transmission") ? PATH_RAY_TRANSMIT : 0; - flag |= get_boolean(cvisibility, "shadow") ? PATH_RAY_SHADOW : 0; - flag |= get_boolean(cvisibility, "scatter") ? PATH_RAY_VOLUME_SCATTER : 0; + flag |= b_ob.visible_camera() ? PATH_RAY_CAMERA : 0; + flag |= b_ob.visible_diffuse() ? PATH_RAY_DIFFUSE : 0; + flag |= b_ob.visible_glossy() ? PATH_RAY_GLOSSY : 0; + flag |= b_ob.visible_transmission() ? PATH_RAY_TRANSMIT : 0; + flag |= b_ob.visible_shadow() ? PATH_RAY_SHADOW : 0; + flag |= b_ob.visible_volume_scatter() ? PATH_RAY_VOLUME_SCATTER : 0; return flag; } |