diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2022-04-02 01:11:11 +0300 |
---|---|---|
committer | Lukas Stockner <lukas.stockner@freenet.de> | 2022-04-02 07:14:27 +0300 |
commit | ad35453cd19b3db779b0b3a90feac2e93c7a73cf (patch) | |
tree | 3ad7893815bda3e34e18302422ad1f978e828603 /release | |
parent | 5387d33e5f954c4cecdb7ffd3d1042d8632d6c15 (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 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_view_layer.py | 28 |
1 files changed, 28 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_view_layer.py b/release/scripts/startup/bl_ui/properties_view_layer.py index 4dee7b73faf..83e797583ad 100644 --- a/release/scripts/startup/bl_ui/properties_view_layer.py +++ b/release/scripts/startup/bl_ui/properties_view_layer.py @@ -187,6 +187,33 @@ class VIEWLAYER_PT_layer_passes_cryptomatte(ViewLayerCryptomattePanel, Panel): COMPAT_ENGINES = {'BLENDER_EEVEE'} +class ViewLayerLightgroupsPanel(ViewLayerButtonsPanel, Panel): + bl_label = "Light Groups" + + def draw(self, context): + layout = self.layout + + layout.use_property_split = True + layout.use_property_decorate = False + + view_layer = context.view_layer + + row = layout.row() + col = row.column() + col.template_list("UI_UL_list", "lightgroups", view_layer, + "lightgroups", view_layer, "active_lightgroup_index", rows=2) + + col = row.column() + sub = col.column(align=True) + sub.operator("scene.view_layer_add_lightgroup", icon='ADD', text="") + sub.operator("scene.view_layer_remove_lightgroup", icon='REMOVE', text="") + + +class VIEWLAYER_PT_layer_passes_lightgroups(ViewLayerLightgroupsPanel): + bl_parent_id = "VIEWLAYER_PT_layer_passes" + COMPAT_ENGINES = {'CYCLES'} + + classes = ( VIEWLAYER_PT_layer, VIEWLAYER_PT_layer_passes, @@ -195,6 +222,7 @@ classes = ( VIEWLAYER_PT_eevee_layer_passes_effects, VIEWLAYER_PT_layer_passes_cryptomatte, VIEWLAYER_PT_layer_passes_aov, + VIEWLAYER_PT_layer_passes_lightgroups, VIEWLAYER_UL_aov, ) |