diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2022-04-02 01:11:11 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2022-04-02 07:14:27 +0300 |
commit | ad35453cd19b3db779b0b3a90feac2e93c7a73cf (patch) | |
tree | 3ad7893815bda3e34e18302422ad1f978e828603 /intern/cycles/kernel/integrator/shade_background.h | |
parent | 5387d33e5f954c4cecdb7ffd3d1042d8632d6c15 (diff) |
Cycles: Add support for light groups
Light groups are a type of pass that only contains lighting from a subset of light sources.
They are created in the View layer, and light sources (lamps, objects with emissive materials
and/or the environment) can be assigned to a group.
Currently, each light group ends up generating its own version of the Combined pass.
In the future, additional types of passes (e.g. shadowcatcher) might be getting their own
per-lightgroup versions.
The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render
engines could make use of it in the future.
Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup
in the View Layer and the name that's set in an object's settings must match for it to be
included.
Currently, changing a Lightgroup's name does not update objects - this is planned for the
future, along with other features such as denoising for light groups and viewing them in
preview renders.
Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97).
Differential Revision: https://developer.blender.org/D12871
Diffstat (limited to 'intern/cycles/kernel/integrator/shade_background.h')
-rw-r--r-- | intern/cycles/kernel/integrator/shade_background.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/intern/cycles/kernel/integrator/shade_background.h b/intern/cycles/kernel/integrator/shade_background.h index 4fd41121466..62b3ce1c15c 100644 --- a/intern/cycles/kernel/integrator/shade_background.h +++ b/intern/cycles/kernel/integrator/shade_background.h @@ -186,7 +186,8 @@ ccl_device_inline void integrate_distant_lights(KernelGlobals kg, /* Write to render buffer. */ const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - kernel_accum_emission(kg, state, throughput * light_eval, render_buffer); + kernel_accum_emission( + kg, state, throughput * light_eval, render_buffer, kernel_data.background.lightgroup); } } } |