diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-08-28 17:55:59 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-08-28 17:55:59 +0400 |
commit | bae896691aa3d7bb2a75292da3cc490894996b01 (patch) | |
tree | 9c3703f11ccdf76c575c2ea18b70dee1ff665913 /intern/cycles/kernel/svm/bsdf_westin.h | |
parent | d48e4fc92be346810baa8cac595ab0a735882a87 (diff) |
Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
internal renderer, objects with this closure show the background / zero
alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
the pipeline, should be moved to compositor.
* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_westin.h')
-rw-r--r-- | intern/cycles/kernel/svm/bsdf_westin.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_westin.h b/intern/cycles/kernel/svm/bsdf_westin.h index 6031012d0ca..55fc8286529 100644 --- a/intern/cycles/kernel/svm/bsdf_westin.h +++ b/intern/cycles/kernel/svm/bsdf_westin.h @@ -51,7 +51,7 @@ __device void bsdf_westin_backscatter_setup(ShaderData *sd, float3 N, float roug self->m_invroughness = 1.0f/roughness; sd->svm_closure = CLOSURE_BSDF_WESTIN_BACKSCATTER_ID; - sd->flag |= SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; + sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; } __device void bsdf_westin_backscatter_blur(ShaderData *sd, float roughness) @@ -146,7 +146,7 @@ __device void bsdf_westin_sheen_setup(ShaderData *sd, float3 N, float edginess) self->m_edginess = edginess; sd->svm_closure = CLOSURE_BSDF_WESTIN_SHEEN_ID; - sd->flag |= SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; + sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; } __device void bsdf_westin_sheen_blur(ShaderData *sd, float roughness) |