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authorJeroen Bakker <j.bakker@atmind.nl>2019-05-16 18:03:16 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-05-16 18:40:13 +0300
commit9f6670ca375552c1382ac340ad184e2e1882c2aa (patch)
treef303417f32a784129398ffe6a8ab621a358165e1 /intern/cycles
parent2ee762344f8742618804e869536e3efee6ab0bd0 (diff)
Cycles/Eeeve: unify film transparent setting
For existing files, it will use the setting from Cycles or Eevee depending on the render engine in the scene. Differential Revision: https://developer.blender.org/D4874
Diffstat (limited to 'intern/cycles')
-rw-r--r--intern/cycles/blender/addon/properties.py5
-rw-r--r--intern/cycles/blender/addon/ui.py11
-rw-r--r--intern/cycles/blender/blender_shader.cpp11
3 files changed, 7 insertions, 20 deletions
diff --git a/intern/cycles/blender/addon/properties.py b/intern/cycles/blender/addon/properties.py
index f376eb8ec67..35f9e17dc41 100644
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@ -417,11 +417,6 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
min=0.0, max=10.0,
default=1.0,
)
- film_transparent: BoolProperty(
- name="Transparent",
- description="World background is transparent, for compositing the render over another background",
- default=False,
- )
film_transparent_glass: BoolProperty(
name="Transparent Glass",
description="Render transmissive surfaces as transparent, for compositing glass over another background",
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index 5ff88367f22..86f58769025 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -528,31 +528,32 @@ class CYCLES_RENDER_PT_film(CyclesButtonsPanel, Panel):
class CYCLES_RENDER_PT_film_transparency(CyclesButtonsPanel, Panel):
- bl_label = "Transparency"
+ bl_label = "Transparent"
bl_parent_id = "CYCLES_RENDER_PT_film"
def draw_header(self, context):
layout = self.layout
scene = context.scene
- cscene = scene.cycles
+ rd = scene.render
- layout.prop(cscene, "film_transparent", text="")
+ layout.prop(rd, "film_transparent", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
+ rd = scene.render
cscene = scene.cycles
- layout.active = cscene.film_transparent
+ layout.active = rd.film_transparent
col = layout.column()
col.prop(cscene, "film_transparent_glass", text="Transparent Glass")
sub = col.column()
- sub.active = cscene.film_transparent and cscene.film_transparent_glass
+ sub.active = rd.film_transparent and cscene.film_transparent_glass
sub.prop(cscene, "film_transparent_roughness", text="Roughness Threshold")
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 8321d0c088c..f42a15706e7 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -1354,16 +1354,7 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
}
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
-
- /* when doing preview render check for BI's transparency settings,
- * this is so because Blender's preview render routines are not able
- * to tweak all cycles's settings depending on different circumstances
- */
- if (b_engine.is_preview() == false)
- background->transparent = get_boolean(cscene, "film_transparent");
- else
- background->transparent = b_scene.render().alpha_mode() ==
- BL::RenderSettings::alpha_mode_TRANSPARENT;
+ background->transparent = b_scene.render().film_transparent();
if (background->transparent) {
background->transparent_glass = get_boolean(cscene, "film_transparent_glass");