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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 04:54:44 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 19:57:02 +0400
commita35db17cee5a9b47dc9624f7dfcb41f5fc185b33 (patch)
treeef23032da73b9b202490307f865e2afd4e2e7e76 /intern/cycles/kernel/shaders/node_light_path.osl
parenta06c9c277a8577f7ef473fffaf2258d2a3a6ab80 (diff)
Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
Diffstat (limited to 'intern/cycles/kernel/shaders/node_light_path.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_light_path.osl2
1 files changed, 2 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_light_path.osl b/intern/cycles/kernel/shaders/node_light_path.osl
index db5c95be079..599c7f5a262 100644
--- a/intern/cycles/kernel/shaders/node_light_path.osl
+++ b/intern/cycles/kernel/shaders/node_light_path.osl
@@ -24,6 +24,7 @@ shader node_light_path(
output float IsSingularRay = 0.0,
output float IsReflectionRay = 0.0,
output float IsTransmissionRay = 0.0,
+ output float IsVolumeScatterRay = 0.0,
output float RayLength = 0.0,
output float RayDepth = 0.0)
{
@@ -34,6 +35,7 @@ shader node_light_path(
IsSingularRay = raytype("singular");
IsReflectionRay = raytype("reflection");
IsTransmissionRay = raytype("refraction");
+ IsVolumeScatterRay = raytype("volume_scatter");
getattribute("path:ray_length", RayLength);