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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/light.h
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/light.h')
-rw-r--r--intern/cycles/render/light.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/intern/cycles/render/light.h b/intern/cycles/render/light.h
index acd1692a41f..0e833fdea1d 100644
--- a/intern/cycles/render/light.h
+++ b/intern/cycles/render/light.h
@@ -53,6 +53,9 @@ public:
bool cast_shadow;
bool use_mis;
+ bool use_diffuse;
+ bool use_glossy;
+ bool use_transmission;
int shader;
int samples;