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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-01-30 17:05:19 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-23 20:57:58 +0300 |
commit | 0aec2dcd3ae0ed382ffe7b3311a4e30fc88398e4 (patch) | |
tree | a3ebe2b22f375e35f3aee068c8570280b1cc93a2 /intern/cycles/render/nodes.h | |
parent | acd619d7c9250282d68b917d6cae5c08301bb989 (diff) |
Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r-- | intern/cycles/render/nodes.h | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h index bc516af4511..33df2866341 100644 --- a/intern/cycles/render/nodes.h +++ b/intern/cycles/render/nodes.h @@ -561,6 +561,25 @@ public: float anisotropy; }; +class PrincipledVolumeNode : public VolumeNode { +public: + SHADER_NODE_CLASS(PrincipledVolumeNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + bool has_attribute_dependency() { return true; } + + ustring density_attribute; + ustring color_attribute; + ustring temperature_attribute; + + float anisotropy; + float3 absorption_color; + float emission_strength; + float3 emission_color; + float blackbody_intensity; + float3 blackbody_tint; + float temperature; +}; + class HairBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(HairBsdfNode) |