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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/light.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/light.h')
-rw-r--r-- | intern/cycles/render/light.h | 3 |
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; |