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authorLukas Stockner <lukasstockner97>2019-12-04 21:57:28 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-12-10 22:44:46 +0300
commite760972221e68d3c81f2ee3687cc71836dde8ae9 (patch)
treeb1a2efbb17c05a429e4509d336a1eb14c73cfb8c /intern/cycles/kernel/kernel_subsurface.h
parent35b5888b157d05d378df3acc899d28856a9eb9a4 (diff)
Cycles: support for custom shader AOVs
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index dbe2c12ce81..23e30db1b08 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -138,7 +138,7 @@ ccl_device void subsurface_color_bump_blur(
if (bump || texture_blur > 0.0f) {
/* average color and normal at incoming point */
- shader_eval_surface(kg, sd, state, state->flag);
+ shader_eval_surface(kg, sd, state, NULL, state->flag);
float3 in_color = shader_bssrdf_sum(sd, (bump) ? N : NULL, NULL);
/* we simply divide out the average color and multiply with the average