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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-08 00:24:38 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-08 00:24:38 +0400
commite6a84eb1b542e7cafe5e760530882bb806f3c433 (patch)
treee3d7b9f8dab6c2d55ec0d45297ba281599f3e92f /intern/cycles/render/nodes.h
parentf44e80e6387601dea6e4e0801d0a387455a02d31 (diff)
Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff Note that this was already possible to do manually with the Ray Length, but this adds a convenient node for it. This commit also makes the mapping node min/max option work, fixing #31348.
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 364209f8c5e..ff9e3647d01 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -41,6 +41,9 @@ public:
float3 rotation;
float3 scale;
+ float3 min, max;
+ bool use_minmax;
+
enum Mapping { NONE=0, X=1, Y=2, Z=3 };
Mapping x_mapping, y_mapping, z_mapping;
@@ -277,6 +280,11 @@ public:
SHADER_NODE_CLASS(LightPathNode)
};
+class LightFalloffNode : public ShaderNode {
+public:
+ SHADER_NODE_CLASS(LightFalloffNode)
+};
+
class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)