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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 04:54:44 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 19:57:02 +0400
commita35db17cee5a9b47dc9624f7dfcb41f5fc185b33 (patch)
treeef23032da73b9b202490307f865e2afd4e2e7e76 /source/blender/nodes/NOD_static_types.h
parenta06c9c277a8577f7ef473fffaf2258d2a3a6ab80 (diff)
Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
Diffstat (limited to 'source/blender/nodes/NOD_static_types.h')
-rw-r--r--source/blender/nodes/NOD_static_types.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index beeaa7787fb..260323d368c 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -88,8 +88,8 @@ DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BS
DefNode( ShaderNode, SH_NODE_BSDF_TOON, def_toon, "BSDF_TOON", BsdfToon, "Toon BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BSDF_HAIR", BsdfHair, "Hair BSDF", "" )
DefNode( ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","")
-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_VOLUME_ABSORPTION, 0, "VOLUME_ABSORPTION", VolumeAbsorption, "Volume Absorption", "" )
+DefNode( ShaderNode, SH_NODE_VOLUME_SCATTER, 0, "VOLUME_SCATTER", VolumeScatter, "Volume Scatter", "" )
DefNode( ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "" )
DefNode( ShaderNode, SH_NODE_NEW_GEOMETRY, 0, "NEW_GEOMETRY", NewGeometry, "Geometry", "" )
DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", LightPath, "Light Path", "" )