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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-06-07 22:59:23 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-06-07 22:59:23 +0400 |
commit | 58a290234b0719ce48854e2f6744575b353bf7d3 (patch) | |
tree | 8891bc5663c9b8e19cdaa2a1d58ec0e39ff3f2f3 /intern/cycles/render/film.h | |
parent | b20a7e01d046b95a79663da1a8072358709a5a8b (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.h')
-rw-r--r-- | intern/cycles/render/film.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/intern/cycles/render/film.h b/intern/cycles/render/film.h index 1df0e95a48a..0147306c1e3 100644 --- a/intern/cycles/render/film.h +++ b/intern/cycles/render/film.h @@ -61,6 +61,8 @@ public: float mist_depth; float mist_falloff; + bool use_light_visibility; + bool need_update; Film(); |