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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2020-02-14 14:20:12 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-02-25 13:44:47 +0300
commite0085bfd24da3dcfb30498ad8c579620042aa6c5 (patch)
tree5b0c9a9dab1b8cc72add4f3bf0f9a331f6a87df4 /intern/cycles/kernel/kernel_emission.h
parente6be2af061ba154ec633fcaf3e4caecacec521c6 (diff)
Cycles: move sss and diffuse transmission into diffuse pass
This simplifies compositors setups and will be consistent with Eevee render passes from D6331. There's a continuum between these passes and it's not clear there is much advantage to having them available separately. Differential Revision: https://developer.blender.org/D6848
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r--intern/cycles/kernel/kernel_emission.h6
1 files changed, 2 insertions, 4 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index c63d1149d03..71b176a0a8f 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -145,16 +145,14 @@ ccl_device_noinline_cpu bool direct_emission(KernelGlobals *kg,
#ifdef __PASSES__
/* use visibility flag to skip lights */
if (ls->shader & SHADER_EXCLUDE_ANY) {
- if (ls->shader & SHADER_EXCLUDE_DIFFUSE) {
+ if (ls->shader & SHADER_EXCLUDE_DIFFUSE)
eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
- eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
- }
if (ls->shader & SHADER_EXCLUDE_GLOSSY)
eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
if (ls->shader & SHADER_EXCLUDE_TRANSMIT)
eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
if (ls->shader & SHADER_EXCLUDE_SCATTER)
- eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
+ eval->volume = make_float3(0.0f, 0.0f, 0.0f);
}
#endif