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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-01 19:53:36 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-01 19:53:36 +0400
commitdf625253ac0dec5be70701e2694c1e0358343fbf (patch)
tree10b216af9eb607023a3b280b8641acf336e34b10 /intern/cycles/kernel/osl/osl_shader.cpp
parent1e741b3a52cc44b7a3ee173f180fd3d99c958efc (diff)
Cycles:
* Add max diffuse/glossy/transmission bounces * Add separate min/max for transparent depth * Updated/added some presets that use these options * Add ray visibility options for objects, to hide them from camera/diffuse/glossy/transmission/shadow rays * Is singular ray output for light path node Details here: http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
Diffstat (limited to 'intern/cycles/kernel/osl/osl_shader.cpp')
-rw-r--r--intern/cycles/kernel/osl/osl_shader.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/osl/osl_shader.cpp b/intern/cycles/kernel/osl/osl_shader.cpp
index 007d14b526b..73ff4f41423 100644
--- a/intern/cycles/kernel/osl/osl_shader.cpp
+++ b/intern/cycles/kernel/osl/osl_shader.cpp
@@ -89,7 +89,7 @@ static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
globals->surfacearea = (sd->object == ~0)? 1.0f: object_surface_area(kg, sd->object);
/* booleans */
- globals->raytype = path_flag;
+ globals->raytype = path_flag; /* todo: add our own ray types */
globals->backfacing = (sd->flag & SD_BACKFACING);
/* don't know yet if we need this */
@@ -437,7 +437,7 @@ int OSLShader::bsdf_sample(const ShaderData *sd, float randu, float randv, float
else if(uscattering == OSL::Labels::SINGULAR)
label |= LABEL_SINGULAR;
else
- label |= LABEL_STRAIGHT;
+ label |= LABEL_TRANSPARENT;
/* eval + pdf */
eval *= flat->weight;