diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2022-04-02 01:11:11 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2022-04-02 07:14:27 +0300 |
commit | ad35453cd19b3db779b0b3a90feac2e93c7a73cf (patch) | |
tree | 3ad7893815bda3e34e18302422ad1f978e828603 /intern/cycles/scene/pass.cpp | |
parent | 5387d33e5f954c4cecdb7ffd3d1042d8632d6c15 (diff) |
Cycles: Add support for light groups
Light groups are a type of pass that only contains lighting from a subset of light sources.
They are created in the View layer, and light sources (lamps, objects with emissive materials
and/or the environment) can be assigned to a group.
Currently, each light group ends up generating its own version of the Combined pass.
In the future, additional types of passes (e.g. shadowcatcher) might be getting their own
per-lightgroup versions.
The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render
engines could make use of it in the future.
Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup
in the View Layer and the name that's set in an object's settings must match for it to be
included.
Currently, changing a Lightgroup's name does not update objects - this is planned for the
future, along with other features such as denoising for light groups and viewing them in
preview renders.
Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97).
Differential Revision: https://developer.blender.org/D12871
Diffstat (limited to 'intern/cycles/scene/pass.cpp')
-rw-r--r-- | intern/cycles/scene/pass.cpp | 18 |
1 files changed, 11 insertions, 7 deletions
diff --git a/intern/cycles/scene/pass.cpp b/intern/cycles/scene/pass.cpp index 41730cb189d..5f5b19e710d 100644 --- a/intern/cycles/scene/pass.cpp +++ b/intern/cycles/scene/pass.cpp @@ -124,6 +124,7 @@ NODE_DEFINE(Pass) SOCKET_ENUM(mode, "Mode", *pass_mode_enum, static_cast<int>(PassMode::DENOISED)); SOCKET_STRING(name, "Name", ustring()); SOCKET_BOOLEAN(include_albedo, "Include Albedo", false); + SOCKET_STRING(lightgroup, "Light Group", ustring()); return type; } @@ -134,7 +135,7 @@ Pass::Pass() : Node(get_node_type()), is_auto_(false) PassInfo Pass::get_info() const { - return get_info(type, include_albedo); + return get_info(type, include_albedo, !lightgroup.empty()); } bool Pass::is_written() const @@ -142,7 +143,7 @@ bool Pass::is_written() const return get_info().is_written; } -PassInfo Pass::get_info(const PassType type, const bool include_albedo) +PassInfo Pass::get_info(const PassType type, const bool include_albedo, const bool is_lightgroup) { PassInfo pass_info; @@ -157,9 +158,9 @@ PassInfo Pass::get_info(const PassType type, const bool include_albedo) pass_info.num_components = 0; break; case PASS_COMBINED: - pass_info.num_components = 4; + pass_info.num_components = is_lightgroup ? 3 : 4; pass_info.use_exposure = true; - pass_info.support_denoise = true; + pass_info.support_denoise = !is_lightgroup; break; case PASS_DEPTH: pass_info.num_components = 1; @@ -369,13 +370,16 @@ const Pass *Pass::find(const vector<Pass *> &passes, const string &name) return nullptr; } -const Pass *Pass::find(const vector<Pass *> &passes, PassType type, PassMode mode) +const Pass *Pass::find(const vector<Pass *> &passes, + PassType type, + PassMode mode, + const ustring &lightgroup) { for (const Pass *pass : passes) { - if (pass->get_type() != type || pass->get_mode() != mode) { + if (pass->get_type() != type || pass->get_mode() != mode || + pass->get_lightgroup() != lightgroup) { continue; } - return pass; } |