Cycles: support for mask layers in render layer, this has the same effect as

assigning holdout shaders to every object in the specified layers.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Layers
This commit is contained in:
Brecht Van Lommel
2012-02-28 16:44:45 +00:00
parent aecff24add
commit 0052cbed0d
7 changed files with 55 additions and 56 deletions

View File

@@ -177,11 +177,13 @@ class CyclesRender_PT_layers(CyclesButtonsPanel, Panel):
col = split.column() col = split.column()
col.prop(scene, "layers", text="Scene") col.prop(scene, "layers", text="Scene")
col.label(text="Material:")
col.prop(rl, "material_override", text="")
col = split.column() col = split.column()
col.prop(rl, "layers", text="Layer") col.prop(rl, "layers", text="Layer")
col.label(text="Mask Layers:")
layout.separator() col.prop(rl, "layers_zmask", text="")
split = layout.split() split = layout.split()
@@ -213,11 +215,6 @@ class CyclesRender_PT_layers(CyclesButtonsPanel, Panel):
row.prop(rl, "use_pass_transmission_indirect", text="Indirect", toggle=True) row.prop(rl, "use_pass_transmission_indirect", text="Indirect", toggle=True)
row.prop(rl, "use_pass_transmission_color", text="Color", toggle=True) row.prop(rl, "use_pass_transmission_color", text="Color", toggle=True)
layout.separator()
rl = rd.layers[0]
layout.prop(rl, "material_override", text="Material")
class Cycles_PT_post_processing(CyclesButtonsPanel, Panel): class Cycles_PT_post_processing(CyclesButtonsPanel, Panel):
bl_label = "Post Processing" bl_label = "Post Processing"

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@@ -222,20 +222,22 @@ static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, con
/* Sync */ /* Sync */
Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated) Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool holdout, bool object_updated)
{ {
/* test if we can instance or if the object is modified */ /* test if we can instance or if the object is modified */
BL::ID b_ob_data = b_ob.data(); BL::ID b_ob_data = b_ob.data();
BL::ID key = (object_is_modified(b_ob))? b_ob: b_ob_data; BL::ID key = (object_is_modified(b_ob) || holdout)? b_ob: b_ob_data;
/* find shader indices */ /* find shader indices */
vector<uint> used_shaders; vector<uint> used_shaders;
BL::Object::material_slots_iterator slot; BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) { for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
BL::Material material_override = render_layers.front().material_override; BL::Material material_override = render_layer.material_override;
if(material_override) if(holdout)
find_shader(PointerRNA_NULL, used_shaders, scene->default_holdout);
else if(material_override)
find_shader(material_override, used_shaders, scene->default_surface); find_shader(material_override, used_shaders, scene->default_surface);
else else
find_shader(slot->material(), used_shaders, scene->default_surface); find_shader(slot->material(), used_shaders, scene->default_surface);

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@@ -208,8 +208,11 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob,
if(object_map.sync(&object, b_ob, b_parent, key)) if(object_map.sync(&object, b_ob, b_parent, key))
object_updated = true; object_updated = true;
/* holdout? */
bool holdout = (layer_flag & render_layer.holdout_layer) != 0;
/* mesh sync */ /* mesh sync */
object->mesh = sync_mesh(b_ob, object_updated); object->mesh = sync_mesh(b_ob, holdout, object_updated);
/* object sync */ /* object sync */
if(object_updated || (object->mesh && object->mesh->need_update)) { if(object_updated || (object->mesh && object->mesh->need_update)) {
@@ -238,7 +241,7 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob,
void BlenderSync::sync_objects(BL::SpaceView3D b_v3d) void BlenderSync::sync_objects(BL::SpaceView3D b_v3d)
{ {
/* layer data */ /* layer data */
uint scene_layer = render_layers.front().scene_layer; uint scene_layer = render_layer.scene_layer;
/* prepare for sync */ /* prepare for sync */
light_map.pre_sync(); light_map.pre_sync();

View File

@@ -48,8 +48,7 @@ BlenderSync::BlenderSync(BL::BlendData b_data_, BL::Scene b_scene_, Scene *scene
light_map(&scene_->lights), light_map(&scene_->lights),
world_map(NULL), world_map(NULL),
world_recalc(false), world_recalc(false),
experimental(false), experimental(false)
active_layer(0)
{ {
scene = scene_; scene = scene_;
preview = preview_; preview = preview_;
@@ -124,8 +123,8 @@ bool BlenderSync::sync_recalc()
void BlenderSync::sync_data(BL::SpaceView3D b_v3d, const char *layer) void BlenderSync::sync_data(BL::SpaceView3D b_v3d, const char *layer)
{ {
sync_render_layers(b_v3d); sync_render_layers(b_v3d, layer);
sync_integrator(layer); sync_integrator();
sync_film(); sync_film();
sync_shaders(); sync_shaders();
sync_objects(b_v3d); sync_objects(b_v3d);
@@ -133,7 +132,7 @@ void BlenderSync::sync_data(BL::SpaceView3D b_v3d, const char *layer)
/* Integrator */ /* Integrator */
void BlenderSync::sync_integrator(const char *layer) void BlenderSync::sync_integrator()
{ {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
@@ -156,19 +155,7 @@ void BlenderSync::sync_integrator(const char *layer)
integrator->no_caustics = get_boolean(cscene, "no_caustics"); integrator->no_caustics = get_boolean(cscene, "no_caustics");
integrator->seed = get_int(cscene, "seed"); integrator->seed = get_int(cscene, "seed");
/* render layer */ integrator->layer_flag = render_layer.layer;
int active_layer = 0;
if(layer) {
for(int i = 0; i < render_layers.size(); i++) {
if(render_layers[i].name == layer) {
active_layer = i;
break;
}
}
}
integrator->layer_flag = render_layers[active_layer].layer;
if(integrator->modified(previntegrator)) if(integrator->modified(previntegrator))
integrator->tag_update(scene); integrator->tag_update(scene);
@@ -200,33 +187,28 @@ void BlenderSync::sync_film()
/* Render Layer */ /* Render Layer */
void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d) void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer)
{ {
render_layers.clear();
if(b_v3d) { if(b_v3d) {
RenderLayerInfo rlay; render_layer.scene_layer = get_layer(b_v3d.layers());
render_layer.layer = render_layer.scene_layer;
rlay.scene_layer = get_layer(b_v3d.layers()); render_layer.material_override = PointerRNA_NULL;
rlay.layer = rlay.scene_layer;
rlay.material_override = PointerRNA_NULL;
render_layers.push_back(rlay);
} }
else { else {
BL::RenderSettings r = b_scene.render(); BL::RenderSettings r = b_scene.render();
BL::RenderSettings::layers_iterator b_rlay; BL::RenderSettings::layers_iterator b_rlay;
bool first_layer = true;
for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) { for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
/* single layer for now */ if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
RenderLayerInfo rlay; render_layer.name = b_rlay->name();
render_layer.scene_layer = get_layer(b_scene.layers());
render_layer.layer = get_layer(b_rlay->layers());
render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
render_layer.material_override = b_rlay->material_override();
}
rlay.name = b_rlay->name(); first_layer = false;
rlay.scene_layer = get_layer(b_scene.layers());
rlay.layer = get_layer(b_rlay->layers());
rlay.material_override = b_rlay->material_override();
render_layers.push_back(rlay);
} }
} }
} }

View File

@@ -70,14 +70,14 @@ private:
void sync_materials(); void sync_materials();
void sync_objects(BL::SpaceView3D b_v3d); void sync_objects(BL::SpaceView3D b_v3d);
void sync_film(); void sync_film();
void sync_integrator(const char *layer); void sync_integrator();
void sync_view(); void sync_view();
void sync_world(); void sync_world();
void sync_render_layers(BL::SpaceView3D b_v3d); void sync_render_layers(BL::SpaceView3D b_v3d, const char *layer);
void sync_shaders(); void sync_shaders();
void sync_nodes(Shader *shader, BL::ShaderNodeTree b_ntree); void sync_nodes(Shader *shader, BL::ShaderNodeTree b_ntree);
Mesh *sync_mesh(BL::Object b_ob, bool object_updated); Mesh *sync_mesh(BL::Object b_ob, bool holdout, bool object_updated);
void sync_object(BL::Object b_parent, int b_index, BL::Object b_object, Transform& tfm, uint layer_flag); void sync_object(BL::Object b_parent, int b_index, BL::Object b_object, Transform& tfm, uint layer_flag);
void sync_light(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm); void sync_light(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm);
void sync_background_light(); void sync_background_light();
@@ -113,11 +113,9 @@ private:
string name; string name;
uint scene_layer; uint scene_layer;
uint layer; uint layer;
uint holdout_layer;
BL::Material material_override; BL::Material material_override;
}; } render_layer;
vector<RenderLayerInfo> render_layers;
int active_layer;
}; };
CCL_NAMESPACE_END CCL_NAMESPACE_END

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@@ -156,6 +156,7 @@ public:
int default_surface; int default_surface;
int default_light; int default_light;
int default_background; int default_background;
int default_holdout;
/* device */ /* device */
Device *device; Device *device;

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@@ -256,6 +256,22 @@ void ShaderManager::add_default(Scene *scene)
scene->shaders.push_back(shader); scene->shaders.push_back(shader);
scene->default_background = scene->shaders.size() - 1; scene->default_background = scene->shaders.size() - 1;
} }
/* default holdout */
{
graph = new ShaderGraph();
closure = graph->add(new HoldoutNode());
out = graph->output();
graph->connect(closure->output("Holdout"), out->input("Surface"));
shader = new Shader();
shader->name = "default_holdout";
shader->graph = graph;
scene->shaders.push_back(shader);
scene->default_holdout = scene->shaders.size() - 1;
}
} }
CCL_NAMESPACE_END CCL_NAMESPACE_END