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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@@ -48,6 +48,7 @@ __device void bsdf_refraction_setup(ShaderData *sd, float3 N, float eta)
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self->m_eta = eta;
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sd->svm_closure = CLOSURE_BSDF_REFRACTION_ID;
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sd->flag |= SD_BSDF;
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}
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__device void bsdf_refraction_blur(ShaderData *sd, float roughness)
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