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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-01-30 17:05:19 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-23 20:57:58 +0300 |
commit | 0aec2dcd3ae0ed382ffe7b3311a4e30fc88398e4 (patch) | |
tree | a3ebe2b22f375e35f3aee068c8570280b1cc93a2 /release/scripts/startup/nodeitems_builtins.py | |
parent | acd619d7c9250282d68b917d6cae5c08301bb989 (diff) |
Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
Diffstat (limited to 'release/scripts/startup/nodeitems_builtins.py')
-rw-r--r-- | release/scripts/startup/nodeitems_builtins.py | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py index c433850cac4..7089f691ff2 100644 --- a/release/scripts/startup/nodeitems_builtins.py +++ b/release/scripts/startup/nodeitems_builtins.py @@ -244,6 +244,7 @@ shader_node_categories = [ NodeItem("ShaderNodeHoldout", poll=object_shader_nodes_poll), NodeItem("ShaderNodeVolumeAbsorption"), NodeItem("ShaderNodeVolumeScatter"), + NodeItem("ShaderNodeVolumePrincipled"), ]), ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[ NodeItem("ShaderNodeTexImage"), |