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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.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/scene.h')
-rw-r--r--intern/cycles/scene/scene.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/intern/cycles/scene/scene.h b/intern/cycles/scene/scene.h
index e1b36899302..9e3e8d61b80 100644
--- a/intern/cycles/scene/scene.h
+++ b/intern/cycles/scene/scene.h
@@ -197,6 +197,9 @@ class Scene : public NodeOwner {
/* Optional name. Is used for logging and reporting. */
string name;
+ /* Maps from Light group names to their pass ID. */
+ map<ustring, int> lightgroups;
+
/* data */
BVH *bvh;
Camera *camera;