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authorLukas Stockner <lukas.stockner@freenet.de>2022-04-02 01:11:11 +0300
committerLukas Stockner <lukas.stockner@freenet.de>2022-04-02 07:14:27 +0300
commitad35453cd19b3db779b0b3a90feac2e93c7a73cf (patch)
tree3ad7893815bda3e34e18302422ad1f978e828603 /intern/cycles/scene/pass.h
parent5387d33e5f954c4cecdb7ffd3d1042d8632d6c15 (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.h')
-rw-r--r--intern/cycles/scene/pass.h8
1 files changed, 6 insertions, 2 deletions
diff --git a/intern/cycles/scene/pass.h b/intern/cycles/scene/pass.h
index c12df007b5d..e0689eba688 100644
--- a/intern/cycles/scene/pass.h
+++ b/intern/cycles/scene/pass.h
@@ -53,6 +53,7 @@ class Pass : public Node {
NODE_SOCKET_API(PassMode, mode)
NODE_SOCKET_API(ustring, name)
NODE_SOCKET_API(bool, include_albedo)
+ NODE_SOCKET_API(ustring, lightgroup)
Pass();
@@ -72,7 +73,9 @@ class Pass : public Node {
static const NodeEnum *get_type_enum();
static const NodeEnum *get_mode_enum();
- static PassInfo get_info(PassType type, const bool include_albedo = false);
+ static PassInfo get_info(PassType type,
+ const bool include_albedo = false,
+ const bool is_lightgroup = false);
static bool contains(const vector<Pass *> &passes, PassType type);
@@ -80,7 +83,8 @@ class Pass : public Node {
static const Pass *find(const vector<Pass *> &passes, const string &name);
static const Pass *find(const vector<Pass *> &passes,
PassType type,
- PassMode mode = PassMode::NOISY);
+ PassMode mode = PassMode::NOISY,
+ const ustring &lightgroup = ustring());
/* Returns PASS_UNUSED if there is no corresponding pass. */
static int get_offset(const vector<Pass *> &passes, const Pass *pass);