diff options
author | Ton Roosendaal <ton@blender.org> | 2006-07-09 15:54:41 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-07-09 15:54:41 +0400 |
commit | cf313f867d3e457ac9da21c001202650d4a8e2ce (patch) | |
tree | 982a56d8fe4e2405f8237a42bbed39e2fe6fe189 /source/blender/render/extern/include/RE_shader_ext.h | |
parent | 121f13fef7e6e2652555b0fda59da282da37a2ff (diff) |
Bugfix #4647
The raytracer wasn't calling node shaders yet, so results showed only
shading for the base material.
This now works, but there's a conflict in the internal Blender shader that
makes recursive raytracing with nodes unpredictable. Basicaly the conflict
is that when a ray wants to shade a point, it should be able to check the
material for mirror properties, but this is undefined for node trees...
Probably we need to separate raytrace entirely from material shading. Is
a good topic for NodeShader 2.0, when we really split up materials in
shading components.
I'll add a note in the release log about this. Best results you get now
when you don't include mirror/ray-transp insde a node tree, in that case
a regular material mirror can render that material perfectly.
Diffstat (limited to 'source/blender/render/extern/include/RE_shader_ext.h')
-rw-r--r-- | source/blender/render/extern/include/RE_shader_ext.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h index f9015dc1161..9fdaf8f4e62 100644 --- a/source/blender/render/extern/include/RE_shader_ext.h +++ b/source/blender/render/extern/include/RE_shader_ext.h @@ -105,7 +105,7 @@ typedef struct ShadeInput short thread; short osatex, puno; int mask; - int depth; + int depth; /* 1 or larger on raytrace shading */ unsigned int lay; } ShadeInput; |