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authorSergey Sharybin <sergey.vfx@gmail.com>2015-11-20 16:18:27 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-11-20 16:18:27 +0300
commit7e71be261bb88d0a7c1dcef7b19995317fdb51ef (patch)
tree9939d3285bea1aa9eb2e328c931162ce5adbd09f /intern/cycles/render/nodes.h
parentc4188c2bbabd87e12c7827fb30d42d2a9f61df8e (diff)
Cycles: Fix filter glossy being broken after recent changes
Basically we can not use sharp closure as a substitude when filter glossy is used. This is because we can not blur sharp reflection/refraction. This is quite quick and not really clean implementation. Not really happy with manual handling of original settings, but this is as good as we can do in the quick patch. It's a good acknowledgment and we now can re-consider some aspects of graph simplification to make such cases more natively supported. P.S. This failure would have been shown by our regression tests, so please, bother a bit to run Cycles's test sweep before doing such optimizations.
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h16
1 files changed, 10 insertions, 6 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 2b205c44d42..4f4061286cb 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -24,6 +24,7 @@
CCL_NAMESPACE_BEGIN
class ImageManager;
+class Scene;
class Shader;
/* Texture Mapping */
@@ -310,9 +311,10 @@ class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
- void optimize();
+ void optimize(Scene *scene);
+ bool has_integrator_dependency();
- ustring distribution;
+ ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};
@@ -320,9 +322,10 @@ class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
- void optimize();
+ void optimize(Scene *scene);
+ bool has_integrator_dependency();
- ustring distribution;
+ ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};
@@ -330,9 +333,10 @@ class RefractionBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(RefractionBsdfNode)
- void optimize();
+ void optimize(Scene *scene);
+ bool has_integrator_dependency();
- ustring distribution;
+ ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};