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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-01-30 17:05:19 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-23 20:57:58 +0300 |
commit | 0aec2dcd3ae0ed382ffe7b3311a4e30fc88398e4 (patch) | |
tree | a3ebe2b22f375e35f3aee068c8570280b1cc93a2 /intern/cycles/kernel/svm/svm.h | |
parent | acd619d7c9250282d68b917d6cae5c08301bb989 (diff) |
Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
Diffstat (limited to 'intern/cycles/kernel/svm/svm.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm.h | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h index fae9f783483..39cd5da7b12 100644 --- a/intern/cycles/kernel/svm/svm.h +++ b/intern/cycles/kernel/svm/svm.h @@ -334,7 +334,10 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a break; # if NODES_FEATURE(NODE_FEATURE_VOLUME) case NODE_CLOSURE_VOLUME: - svm_node_closure_volume(kg, sd, stack, node, type, path_flag); + svm_node_closure_volume(kg, sd, stack, node, type); + break; + case NODE_PRINCIPLED_VOLUME: + svm_node_principled_volume(kg, sd, stack, node, type, path_flag, &offset); break; # endif /* NODES_FEATURE(NODE_FEATURE_VOLUME) */ # ifdef __EXTRA_NODES__ |