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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-28 04:54:44 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-28 19:57:02 +0400 |
commit | a35db17cee5a9b47dc9624f7dfcb41f5fc185b33 (patch) | |
tree | ef23032da73b9b202490307f865e2afd4e2e7e76 /intern/cycles/kernel/shaders/node_light_path.osl | |
parent | a06c9c277a8577f7ef473fffaf2258d2a3a6ab80 (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.osl | 2 |
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); |