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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/scene.cpp
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/scene.cpp')
-rw-r--r--intern/cycles/scene/scene.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/intern/cycles/scene/scene.cpp b/intern/cycles/scene/scene.cpp
index 359e2d8e2c3..b6b53004816 100644
--- a/intern/cycles/scene/scene.cpp
+++ b/intern/cycles/scene/scene.cpp
@@ -251,6 +251,11 @@ void Scene::device_update(Device *device_, Progress &progress)
* - Lookup tables are done a second time to handle film tables
*/
+ if (film->update_lightgroups(this)) {
+ light_manager->tag_update(this, ccl::LightManager::LIGHT_MODIFIED);
+ object_manager->tag_update(this, ccl::ObjectManager::OBJECT_MODIFIED);
+ }
+
progress.set_status("Updating Shaders");
shader_manager->device_update(device, &dscene, this, progress);