diff options
author | Thomas Dinges <blender@dingto.org> | 2013-08-01 00:30:37 +0400 |
---|---|---|
committer | Thomas Dinges <blender@dingto.org> | 2013-08-01 00:30:37 +0400 |
commit | 3840e0b2347200ceb414f12deb3436b20d274c66 (patch) | |
tree | f61c6dc0087edc69b50acf29aae6dc4712d3aeb2 /intern/cycles/kernel/shaders/node_light_path.osl | |
parent | c15ae082bb3bcb379c343aa770601b49c0866583 (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.osl | 7 |
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; } |