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authorLukas Stockner <lukas.stockner@freenet.de>2018-01-11 22:03:31 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-12 03:34:28 +0300
commit322f0223d04ac36ecc72cd01c371234da6de643c (patch)
treec1295dc50a4efd3e0a68d460267345fc5f673fba /intern/cycles/kernel/kernel_path.h
parentcce280dd6767bb4588a301f2b966d1b959b01f6b (diff)
Cycles: option to make background visible through glass transparent.
This can be enabled in the Film panel, with an option to control the transmisison roughness below which glass becomes transparent. Differential Revision: https://developer.blender.org/D2904
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index c2421c1ec18..1e98bca66ad 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -136,7 +136,7 @@ ccl_device_forceinline void kernel_path_background(
PathRadiance *L)
{
/* eval background shader if nothing hit */
- if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) {
+ if(kernel_data.background.transparent && (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
L->transparent += average(throughput);
#ifdef __PASSES__
@@ -280,7 +280,7 @@ ccl_device_forceinline bool kernel_path_shader_apply(
{
#ifdef __SHADOW_TRICKS__
if((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
- if(state->flag & PATH_RAY_CAMERA) {
+ if(state->flag & PATH_RAY_TRANSPARENT_BACKGROUND) {
state->flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_STORE_SHADOW_INFO);
@@ -302,7 +302,7 @@ ccl_device_forceinline bool kernel_path_shader_apply(
#ifdef __HOLDOUT__
if(((sd->flag & SD_HOLDOUT) ||
(sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
- (state->flag & PATH_RAY_CAMERA))
+ (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND))
{
if(kernel_data.background.transparent) {
float3 holdout_weight;