diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-12 19:42:35 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-12 19:42:35 +0400 |
commit | 7503a7edfba9496521baefd70fe6cbcbfce5127b (patch) | |
tree | 9800ef871191ce52396048681d393d62c0c30cc5 /intern/cycles/render/shader.cpp | |
parent | 85818c8209bc6df4f60c7e86173521f5fa1a5a96 (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.cpp | 7 |
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"; |