Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
This commit is contained in:
@@ -23,6 +23,7 @@
|
||||
#include "scene.h"
|
||||
|
||||
#include "util_foreach.h"
|
||||
#include "util_hash.h"
|
||||
#include "util_map.h"
|
||||
#include "util_progress.h"
|
||||
|
||||
@@ -36,6 +37,7 @@ Object::Object()
|
||||
mesh = NULL;
|
||||
tfm = transform_identity();
|
||||
visibility = ~0;
|
||||
instance_id = 0;
|
||||
pass_id = 0;
|
||||
bounds = BoundBox::empty;
|
||||
motion.pre = transform_identity();
|
||||
@@ -164,6 +166,9 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
|
||||
float surface_area = 0.0f;
|
||||
float pass_id = ob->pass_id;
|
||||
|
||||
uint ob_hash = hash_int_2d(hash_string(ob->name.c_str()), ob->instance_id);
|
||||
float random_number = (float)ob_hash * (1.0f/(float)0xFFFFFFFF);
|
||||
|
||||
if(transform_uniform_scale(tfm, uniform_scale)) {
|
||||
map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
|
||||
|
||||
@@ -198,7 +203,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
|
||||
|
||||
memcpy(&objects[offset], &tfm, sizeof(float4)*3);
|
||||
memcpy(&objects[offset+3], &itfm, sizeof(float4)*3);
|
||||
objects[offset+6] = make_float4(surface_area, pass_id, 0.0f, 0.0f);
|
||||
objects[offset+6] = make_float4(surface_area, pass_id, random_number, 0.0f);
|
||||
|
||||
if(need_motion == Scene::MOTION_PASS) {
|
||||
/* motion transformations, is world/object space depending if mesh
|
||||
|
Reference in New Issue
Block a user