diff options
author | Ton Roosendaal <ton@blender.org> | 2008-01-24 18:03:34 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2008-01-24 18:03:34 +0300 |
commit | 5219b56e920bb6e133bcbca04a70a78d714b9b76 (patch) | |
tree | 1da9345eb24661310713f4d0666d2795054b866d /source/blender/makesdna | |
parent | fcff2e0c5f6b824ded71a4ee0a92e38dc06a3a6f (diff) |
Phase one of better masking support while rendering.
Problem: artist wants character to walk in grass, but still have all rendered
in seperate render-layers, for postpro effects and vblur. How to efficiently
create a mask image you can put *over* the character for the grass?
Solution has two parts; this commits allows any layer inside of the renderlayers
to become a Z-mask (Z values for solid gets filled in, but not rendered).
Second part of commit is render option "Only render stuff that's in front of
a zbuffer value that was filled in (saves render time)
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r-- | source/blender/makesdna/DNA_scene_types.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index b342bc5afe8..58c15ade575 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -120,7 +120,11 @@ typedef struct SceneRenderLayer { struct Group *light_override; unsigned int lay; /* scene->lay itself has priority over this */ + unsigned int lay_zmask; /* has to be after lay, this is for Z-masking */ int layflag; + + int pad; + int passflag; /* pass_xor has to be after passflag */ int pass_xor; } SceneRenderLayer; |