diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-02-14 14:20:12 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2020-02-25 13:44:47 +0300 |
commit | e0085bfd24da3dcfb30498ad8c579620042aa6c5 (patch) | |
tree | 5b0c9a9dab1b8cc72add4f3bf0f9a331f6a87df4 /intern/cycles/kernel/kernel_emission.h | |
parent | e6be2af061ba154ec633fcaf3e4caecacec521c6 (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.h | 6 |
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 |