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authorTon Roosendaal <ton@blender.org>2006-09-24 13:21:04 +0400
committerTon Roosendaal <ton@blender.org>2006-09-24 13:21:04 +0400
commitf6a6ad5688e649a88d977c4245d6ec6a367e2feb (patch)
tree212a4357e616516976c16881fcc5b11c6adc08d4 /source/blender/src/buttons_scene.c
parente8495d1fdd7623cbd42cac1b30406dc6dbc0ee06 (diff)
New render feature:
If you define multiple RenderLayers with different view-layers, these view-layers are rendered entirely, not looking at the faces that are invisible. This allows layered composite, but only when geometry does not intersect or overlap partially. This new Renderlayer option "All Z values" will fill in the Z of not visible faces (in the Scene view-layers) as well, which then allows masking out as if these faces were set to Material option "Env". Here's an example composite to show the effect: Two cubes, in view-layers 1 and 2, and rendered in 2 RenderLayers: http://www.blender.org/bf/all_z0.jpg Same scene, but with both RenderLayers set to "All Z values": http://www.blender.org/bf/all_z.jpg
Diffstat (limited to 'source/blender/src/buttons_scene.c')
-rw-r--r--source/blender/src/buttons_scene.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index 425c9d30013..f5f19cbc09f 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -1813,11 +1813,12 @@ static void render_panel_layers(void)
draw_3d_layer_buttons(block, &srl->lay, 130, 95, 35, 30);
uiBlockBeginAlign(block);
- uiDefButBitS(block, TOG, SCE_LAY_SKY, B_NOP,"Sky", 10, 70, 40, 20, &srl->layflag, 0, 0, 0, 0, "Render Sky or backbuffer in this Layer");
+ uiDefButBitS(block, TOG, SCE_LAY_SKY, B_NOP,"Sky", 10, 70, 40, 20, &srl->layflag, 0, 0, 0, 0, "Render Sky or backbuffer in this Layer");
uiDefButBitS(block, TOG, SCE_LAY_SOLID, B_NOP,"Solid", 50, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Solid faces in this Layer");
uiDefButBitS(block, TOG, SCE_LAY_HALO, B_NOP,"Halo", 115, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Halos in this Layer (on top of Solid)");
uiDefButBitS(block, TOG, SCE_LAY_ZTRA, B_NOP,"Ztra", 180, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Z-Transparent faces in this Layer (On top of Solid and Halos)");
uiDefButBitS(block, TOG, SCE_LAY_EDGE, B_NOP,"Edge", 245, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Edge-enhance in this Layer (only works for Solid faces)");
+ uiDefButBitS(block, TOG, SCE_LAY_ALL_Z, B_NOP,"All Z values", 10, 50, 105, 20, &srl->layflag, 0, 0, 0, 0, "Fill in Z values for all not-rendered faces, for masking");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "Passes:", 10,30,150,20, NULL, 0, 0, 0, 0, "");