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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-30 17:05:19 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-23 20:57:58 +0300
commit0aec2dcd3ae0ed382ffe7b3311a4e30fc88398e4 (patch)
treea3ebe2b22f375e35f3aee068c8570280b1cc93a2 /source/blender/blenkernel/intern/node.c
parentacd619d7c9250282d68b917d6cae5c08301bb989 (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 'source/blender/blenkernel/intern/node.c')
-rw-r--r--source/blender/blenkernel/intern/node.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 00f5f0f84b6..5d4b1ae8170 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3616,6 +3616,7 @@ static void registerShaderNodes(void)
register_node_type_sh_holdout();
register_node_type_sh_volume_absorption();
register_node_type_sh_volume_scatter();
+ register_node_type_sh_volume_principled();
register_node_type_sh_subsurface_scattering();
register_node_type_sh_mix_shader();
register_node_type_sh_add_shader();