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