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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-30 17:05:19 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-23 20:57:58 +0300
commit0aec2dcd3ae0ed382ffe7b3311a4e30fc88398e4 (patch)
treea3ebe2b22f375e35f3aee068c8570280b1cc93a2 /intern/cycles/blender
parentacd619d7c9250282d68b917d6cae5c08301bb989 (diff)
Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume materials. Smoke and fire can be rendererd with just a single principled volume node, the appropriate attributes will be used when available. The node also works for simpler homogeneous volumes like water or mist. Differential Revision: https://developer.blender.org/D3033
Diffstat (limited to 'intern/cycles/blender')
-rw-r--r--intern/cycles/blender/blender_shader.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 33384709947..eb9968a85c2 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -566,6 +566,10 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
node = new AbsorptionVolumeNode();
}
+ else if(b_node.is_a(&RNA_ShaderNodeVolumePrincipled)) {
+ PrincipledVolumeNode *principled = new PrincipledVolumeNode();
+ node = principled;
+ }
else if(b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
node = new GeometryNode();
}
@@ -1024,6 +1028,10 @@ static void add_nodes(Scene *scene,
for(b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
BL::NodeSocket to_socket(b_link->to_socket());
SocketType::Type to_socket_type = convert_socket_type(to_socket);
+ if (to_socket_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(to_socket_type, to_socket_type, true);
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
@@ -1047,6 +1055,10 @@ static void add_nodes(Scene *scene,
*/
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
SocketType::Type input_type = convert_socket_type(*b_input);
+ if (input_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(input_type, input_type, true);
graph->add(proxy);
@@ -1059,6 +1071,10 @@ static void add_nodes(Scene *scene,
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
SocketType::Type output_type = convert_socket_type(*b_output);
+ if (output_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(output_type, output_type, true);
graph->add(proxy);