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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-08-28 17:55:59 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-08-28 17:55:59 +0400
commitbae896691aa3d7bb2a75292da3cc490894996b01 (patch)
tree9c3703f11ccdf76c575c2ea18b70dee1ff665913 /intern/cycles/kernel/svm/bsdf_westin.h
parentd48e4fc92be346810baa8cac595ab0a735882a87 (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.h4
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)