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authorThomas Dinges <blender@dingto.org>2013-08-03 17:12:09 +0400
committerThomas Dinges <blender@dingto.org>2013-08-03 17:12:09 +0400
commit5fc6f04fc8b678670c2d40d91ca3ccadd653b3ed (patch)
tree48344bb4eccbb4c3048318891249c1081c527bc9 /intern/cycles/kernel/kernel_subsurface.h
parentea95a78b0bf69b2e8a90a60d01342de47c4b2d12 (diff)
Cycles / SSS:
* Render Passes are now available for Subsurface Scattering (Direct, Indirect and Color pass). This is part of my GSoC project, SVN merge of r58587, r58828 and r58835.
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index f7bccf71976..4fae961512e 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -163,6 +163,10 @@ __device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weigh
sd->flag |= bsdf_diffuse_setup(sc);
sd->randb_closure = 0.0f;
+ /* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes
+ * can recognize it as not being a regular diffuse closure */
+ sc->type = CLOSURE_BSDF_BSSRDF_ID;
+
/* todo: evaluate shading to get blurred textures and bump mapping */
/* shader_eval_surface(kg, sd, 0.0f, state_flag, SHADER_CONTEXT_SSS); */
}