diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-16 00:13:35 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-16 00:13:35 +0400 |
commit | 9c959d98fe5b873f2538882e041f00b6cd90d7cf (patch) | |
tree | 3556a4621c44a06b07df1497fe4a2151d311c487 /source/blender/makesrna/intern | |
parent | 19a42adc61877dfbc584ef84f52bdbfa5061b43c (diff) |
Cycles: make Attribute node work, code for it was implemented in kernel, only
missing was the ability to specify the attribute name in the node. This makes
it possible to use multiple uv or vertex color layers now.
Diffstat (limited to 'source/blender/makesrna/intern')
-rw-r--r-- | source/blender/makesrna/intern/rna_nodetree_types.h | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/source/blender/makesrna/intern/rna_nodetree_types.h b/source/blender/makesrna/intern/rna_nodetree_types.h index f837a2f6898..669be37931a 100644 --- a/source/blender/makesrna/intern/rna_nodetree_types.h +++ b/source/blender/makesrna/intern/rna_nodetree_types.h @@ -42,7 +42,7 @@ DefNode( ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTO DefNode( ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "" ) DefNode( ShaderNode, SH_NODE_TEXTURE, def_texture, "TEXTURE", Texture, "Texture", "" ) DefNode( ShaderNode, SH_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "" ) -DefNode( ShaderNode, SH_NODE_GEOM, def_sh_geometry, "GEOM", Geom, "Geometry", "" ) +DefNode( ShaderNode, SH_NODE_GEOM, def_sh_geometry, "GEOM", Geom, "Geometry", "" ) DefNode( ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "" ) DefNode( ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curve", "" ) DefNode( ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curve", "" ) @@ -64,35 +64,35 @@ DefNode( ShaderNode, SH_NODE_BLEND_WEIGHT, 0, "BLEND DefNode( ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "" ) DefNode( ShaderNode, SH_NODE_ADD_SHADER, 0, "ADD_SHADER", AddShader, "Add Shader", "" ) -DefNode( ShaderNode, SH_NODE_ATTRIBUTE, 0, "ATTRIBUTE", Attribute, "Attribute", "") -DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "") -DefNode( ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "") -DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, 0, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Bsdf Anisotropic", "") -DefNode( ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse Bsdf", "") -DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy Bsdf", "") -DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glossy, "BSDF_GLASS", BsdfGlass, "Glass Bsdf", "") -DefNode( ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent Bsdf", "") -DefNode( ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent Bsdf", "") -DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet Bsdf", "") -DefNode( ShaderNode, SH_NODE_VOLUME_TRANSPARENT, 0, "VOLUME_TRANSPARENT", VolumeTransparent, "Transparent Volume", "") -DefNode( ShaderNode, SH_NODE_VOLUME_ISOTROPIC, 0, "VOLUME_ISOTROPIC", VolumeIsotropic, "Isotropic Volume", "") -DefNode( ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "") -DefNode( ShaderNode, SH_NODE_GEOMETRY, 0, "GEOMETRY", Geometry, "Geometry", "") -DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", Light_path, "Light_path", "") -DefNode( ShaderNode, SH_NODE_TEX_IMAGE, def_sh_tex_image, "TEX_IMAGE", TexImage, "Image Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_NOISE, 0, "TEX_NOISE", TexNoise, "Noise Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_SKY, def_sh_tex_sky, "TEX_SKY", TexSky, "Sky Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_BLEND, def_sh_tex_blend, "TEX_BLEND", TexBlend, "Blend Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_CLOUDS, def_sh_tex_clouds, "TEX_CLOUDS", TexClouds, "Clouds Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_DISTNOISE, def_sh_tex_distnoise, "TEX_DISTORTED_NOISE", TexDistortedNoise, "Distorted Noise Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_MAGIC, def_sh_tex_magic, "TEX_MAGIC", TexMagic, "Magic Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_MARBLE, def_sh_tex_marble, "TEX_MARBLE", TexMarble, "Marble Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_STUCCI, def_sh_tex_stucci, "TEX_STUCCI", TexStucci, "Stucci Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_WOOD, def_sh_tex_wood, "TEX_WOOD", TexWood, "Wood Texture", "") -DefNode( ShaderNode, SH_NODE_TEX_COORD, 0, "TEX_COORD", TexCoord, "Texture Coordinate", "") +DefNode( ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "ATTRIBUTE", Attribute, "Attribute", "") +DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "") +DefNode( ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "") +DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, 0, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Bsdf Anisotropic", "") +DefNode( ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse Bsdf", "") +DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy Bsdf", "") +DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glossy, "BSDF_GLASS", BsdfGlass, "Glass Bsdf", "") +DefNode( ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent Bsdf", "") +DefNode( ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent Bsdf", "") +DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet Bsdf", "") +DefNode( ShaderNode, SH_NODE_VOLUME_TRANSPARENT, 0, "VOLUME_TRANSPARENT", VolumeTransparent, "Transparent Volume", "") +DefNode( ShaderNode, SH_NODE_VOLUME_ISOTROPIC, 0, "VOLUME_ISOTROPIC", VolumeIsotropic, "Isotropic Volume", "") +DefNode( ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "") +DefNode( ShaderNode, SH_NODE_GEOMETRY, 0, "GEOMETRY", Geometry, "Geometry", "") +DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", Light_path, "Light_path", "") +DefNode( ShaderNode, SH_NODE_TEX_IMAGE, def_sh_tex_image, "TEX_IMAGE", TexImage, "Image Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_NOISE, 0, "TEX_NOISE", TexNoise, "Noise Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_SKY, def_sh_tex_sky, "TEX_SKY", TexSky, "Sky Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_BLEND, def_sh_tex_blend, "TEX_BLEND", TexBlend, "Blend Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_CLOUDS, def_sh_tex_clouds, "TEX_CLOUDS", TexClouds, "Clouds Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_DISTNOISE, def_sh_tex_distnoise, "TEX_DISTORTED_NOISE", TexDistortedNoise, "Distorted Noise Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_MAGIC, def_sh_tex_magic, "TEX_MAGIC", TexMagic, "Magic Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_MARBLE, def_sh_tex_marble, "TEX_MARBLE", TexMarble, "Marble Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_STUCCI, def_sh_tex_stucci, "TEX_STUCCI", TexStucci, "Stucci Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_WOOD, def_sh_tex_wood, "TEX_WOOD", TexWood, "Wood Texture", "") +DefNode( ShaderNode, SH_NODE_TEX_COORD, 0, "TEX_COORD", TexCoord, "Texture Coordinate", "") DefNode( CompositorNode, CMP_NODE_VIEWER, 0, "VIEWER", Viewer, "Viewer", "" ) DefNode( CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" ) |