From e760972221e68d3c81f2ee3687cc71836dde8ae9 Mon Sep 17 00:00:00 2001 From: Lukas Stockner Date: Wed, 4 Dec 2019 19:57:28 +0100 Subject: Cycles: support for custom shader AOVs Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837 --- intern/cycles/kernel/kernel_subsurface.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'intern/cycles/kernel/kernel_subsurface.h') diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h index dbe2c12ce81..23e30db1b08 100644 --- a/intern/cycles/kernel/kernel_subsurface.h +++ b/intern/cycles/kernel/kernel_subsurface.h @@ -138,7 +138,7 @@ ccl_device void subsurface_color_bump_blur( if (bump || texture_blur > 0.0f) { /* average color and normal at incoming point */ - shader_eval_surface(kg, sd, state, state->flag); + shader_eval_surface(kg, sd, state, NULL, state->flag); float3 in_color = shader_bssrdf_sum(sd, (bump) ? N : NULL, NULL); /* we simply divide out the average color and multiply with the average -- cgit v1.2.3