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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@@ -148,7 +148,7 @@ CCL_NAMESPACE_BEGIN
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/* Main Interpreter Loop */
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__device void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag)
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__device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag)
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{
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float stack[SVM_STACK_SIZE];
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float closure_weight = 1.0f;
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@@ -172,6 +172,8 @@ __device void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type,
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svm_node_closure_emission(sd);
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else if(node.x == NODE_CLOSURE_BACKGROUND)
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svm_node_closure_background(sd);
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else if(node.x == NODE_CLOSURE_HOLDOUT)
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svm_node_closure_holdout(sd);
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else if(node.x == NODE_CLOSURE_SET_WEIGHT)
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svm_node_closure_set_weight(sd, node.y, node.z, node.w);
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else if(node.x == NODE_CLOSURE_WEIGHT)
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