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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-07 22:59:23 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-07 22:59:23 +0400
commit58a290234b0719ce48854e2f6744575b353bf7d3 (patch)
tree8891bc5663c9b8e19cdaa2a1d58ec0e39ff3f2f3 /intern/cycles/render/film.cpp
parentb20a7e01d046b95a79663da1a8072358709a5a8b (diff)
Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission. The Light Path node here is still weak and does not give this info. To make that work we'd need to evaluate the shader multiple times which is slow and we can't detect well enough when it is actually needed.
Diffstat (limited to 'intern/cycles/render/film.cpp')
-rw-r--r--intern/cycles/render/film.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/intern/cycles/render/film.cpp b/intern/cycles/render/film.cpp
index 1fe30376adc..43aef755ba3 100644
--- a/intern/cycles/render/film.cpp
+++ b/intern/cycles/render/film.cpp
@@ -259,6 +259,8 @@ Film::Film()
mist_depth = 100.0f;
mist_falloff = 1.0f;
+ use_light_visibility = false;
+
need_update = true;
}
@@ -279,7 +281,7 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
kfilm->exposure = exposure;
kfilm->pass_flag = 0;
kfilm->pass_stride = 0;
- kfilm->use_light_pass = 0;
+ kfilm->use_light_pass = use_light_visibility;
foreach(Pass& pass, passes) {
kfilm->pass_flag |= pass.type;