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authorThomas Dinges <blender@dingto.org>2013-08-01 00:30:37 +0400
committerThomas Dinges <blender@dingto.org>2013-08-01 00:30:37 +0400
commit3840e0b2347200ceb414f12deb3436b20d274c66 (patch)
treef61c6dc0087edc69b50acf29aae6dc4712d3aeb2 /intern/cycles/kernel/shaders/node_light_path.osl
parentc15ae082bb3bcb379c343aa770601b49c0866583 (diff)
Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce. This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
Diffstat (limited to 'intern/cycles/kernel/shaders/node_light_path.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_light_path.osl7
1 files changed, 6 insertions, 1 deletions
diff --git a/intern/cycles/kernel/shaders/node_light_path.osl b/intern/cycles/kernel/shaders/node_light_path.osl
index 9e3f6c7b4a9..ed3c6969970 100644
--- a/intern/cycles/kernel/shaders/node_light_path.osl
+++ b/intern/cycles/kernel/shaders/node_light_path.osl
@@ -26,7 +26,8 @@ shader node_light_path(
output float IsSingularRay = 0.0,
output float IsReflectionRay = 0.0,
output float IsTransmissionRay = 0.0,
- output float RayLength = 0.0)
+ output float RayLength = 0.0,
+ output float RayDepth = 0.0)
{
IsCameraRay = raytype("camera");
IsShadowRay = raytype("shadow");
@@ -37,5 +38,9 @@ shader node_light_path(
IsTransmissionRay = raytype("refraction");
getattribute("path:ray_length", RayLength);
+
+ int ray_depth;
+ getattribute("path:ray_depth", ray_depth);
+ RayDepth = (float)ray_depth;
}