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authorMai Lavelle <mai.lavelle@gmail.com>2017-07-12 11:36:46 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2017-07-12 11:40:24 +0300
commit87164114a306d5dc9f609695c0c6a8e36d79673d (patch)
treea5933da69292dffe264a1a9853b1141343626da7 /intern/cycles/render/nodes.h
parent8603424d0ae46873a04f01288f2adbb14152383e (diff)
Cycles: Enable SSS from Principled BSDF only when actually in use
This gives speed up for the split kernel in scenes using the principled BSDF but without subsurface scattering.
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index c6ab47fcc84..c0271a3c8eb 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -374,7 +374,7 @@ public:
SHADER_NODE_CLASS(PrincipledBsdfNode)
bool has_spatial_varying() { return true; }
- bool has_surface_bssrdf() { return true; }
+ bool has_surface_bssrdf();
bool has_bssrdf_bump();
void compile(SVMCompiler& compiler, ShaderInput *metallic, ShaderInput *subsurface, ShaderInput *subsurface_radius,
ShaderInput *specular, ShaderInput *roughness, ShaderInput *specular_tint, ShaderInput *anisotropic,