* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
This commit is contained in:
Brecht Van Lommel
2011-08-28 13:55:59 +00:00
parent d48e4fc92b
commit bae896691a
63 changed files with 1018 additions and 840 deletions

View File

@@ -342,6 +342,26 @@ __device void shader_emissive_sample(KernelGlobals *kg, ShaderData *sd,
}
}
/* Holdout */
__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
{
#ifdef WITH_OSL
if(kg->osl.use) {
return OSLShader::holdout_eval(sd);
}
else
#endif
{
#ifdef __SVM__
if(sd->svm_closure == CLOSURE_HOLDOUT_ID)
return make_float3(1.0f, 1.0f, 1.0f);
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
}
}
/* Surface Evaluation */
__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,