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authorThomas Dinges <blender@dingto.org>2013-08-01 00:30:37 +0400
committerThomas Dinges <blender@dingto.org>2013-08-01 00:30:37 +0400
commit3840e0b2347200ceb414f12deb3436b20d274c66 (patch)
treef61c6dc0087edc69b50acf29aae6dc4712d3aeb2 /intern/cycles/render/nodes.cpp
parentc15ae082bb3bcb379c343aa770601b49c0866583 (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.cpp7
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);
+ }
}