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author | Carlo Andreacchio <carlorules@gmail.com> | 2014-04-21 16:20:29 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-04-21 16:44:36 +0400 |
commit | 7765b73f6d2002b074b7e78985171ef035075fbb (patch) | |
tree | ea3bff55c5c71ba4800bb11b044f403928dd3a6d /intern/cycles/render/nodes.cpp | |
parent | f8cd3d974dafe1482c49a87a2ede68d9defe7ef9 (diff) |
Cycles: add Transparent Depth output to Light Path node.
This can for example be useful if you want to manually terminate the path at
some point and use a color other than black.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D454
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 87affcbb49d..1d59b21d1c5 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -2419,6 +2419,7 @@ LightPathNode::LightPathNode() add_output("Is Volume Scatter Ray", SHADER_SOCKET_FLOAT); add_output("Ray Length", SHADER_SOCKET_FLOAT); add_output("Ray Depth", SHADER_SOCKET_FLOAT); + add_output("Transparent Depth", SHADER_SOCKET_FLOAT); } void LightPathNode::compile(SVMCompiler& compiler) @@ -2486,6 +2487,11 @@ void LightPathNode::compile(SVMCompiler& compiler) compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, out->stack_offset); } + out = output("Transparent Depth"); + if(!out->links.empty()) { + compiler.stack_assign(out); + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transparent, out->stack_offset); + } } void LightPathNode::compile(OSLCompiler& compiler) |