diff options
author | Thomas Dinges <blender@dingto.org> | 2013-08-01 00:30:37 +0400 |
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committer | Thomas Dinges <blender@dingto.org> | 2013-08-01 00:30:37 +0400 |
commit | 3840e0b2347200ceb414f12deb3436b20d274c66 (patch) | |
tree | f61c6dc0087edc69b50acf29aae6dc4712d3aeb2 /intern/cycles/render/nodes.cpp | |
parent | c15ae082bb3bcb379c343aa770601b49c0866583 (diff) |
Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce.
This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path
This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 029b948332a..bd254c8e0d1 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -2064,6 +2064,7 @@ LightPathNode::LightPathNode() add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT); add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT); add_output("Ray Length", SHADER_SOCKET_FLOAT); + add_output("Ray Depth", SHADER_SOCKET_FLOAT); } void LightPathNode::compile(SVMCompiler& compiler) @@ -2118,6 +2119,12 @@ void LightPathNode::compile(SVMCompiler& compiler) compiler.stack_assign(out); compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, out->stack_offset); } + + out = output("Ray Depth"); + if(!out->links.empty()) { + compiler.stack_assign(out); + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, out->stack_offset); + } } |