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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-12 19:42:35 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-12 19:42:35 +0400
commit7503a7edfba9496521baefd70fe6cbcbfce5127b (patch)
tree9800ef871191ce52396048681d393d62c0c30cc5 /intern/cycles/render/shader.cpp
parent85818c8209bc6df4f60c7e86173521f5fa1a5a96 (diff)
Cycles: replace surface/volume sockets in output nodes with a single shader socket,
decided it's better to render objects as either surface or volume. This may break the volume rendering patch, but shaders with volume closures still get tagged as having volume closures, so it should be fixable without too many changes.
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r--intern/cycles/render/shader.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 6e827ec94bb..c0d450db22b 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -42,7 +42,6 @@ Shader::Shader()
sample_as_light = true;
homogeneous_volume = false;
- has_surface = false;
has_surface_transparent = false;
has_surface_emission = false;
has_volume = false;
@@ -210,7 +209,7 @@ void ShaderManager::add_default(Scene *scene)
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
out = graph->output();
- graph->connect(closure->output("BSDF"), out->input("Surface"));
+ graph->connect(closure->output("BSDF"), out->input("Closure"));
shader = new Shader();
shader->name = "default_surface";
@@ -228,7 +227,7 @@ void ShaderManager::add_default(Scene *scene)
closure->input("Strength")->value.x = 0.0f;
out = graph->output();
- graph->connect(closure->output("Emission"), out->input("Surface"));
+ graph->connect(closure->output("Emission"), out->input("Closure"));
shader = new Shader();
shader->name = "default_light";
@@ -245,7 +244,7 @@ void ShaderManager::add_default(Scene *scene)
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
out = graph->output();
- graph->connect(closure->output("Background"), out->input("Surface"));
+ graph->connect(closure->output("Background"), out->input("Closure"));
shader = new Shader();
shader->name = "default_background";