Cycles: change AO node default to 16 samples and only local off.
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@@ -18,11 +18,11 @@
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shader node_ambient_occlusion(
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shader node_ambient_occlusion(
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color ColorIn = color(1.0, 1.0, 1.0),
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color ColorIn = color(1.0, 1.0, 1.0),
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int samples = 8,
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int samples = 16,
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float Distance = 1.0,
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float Distance = 1.0,
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normal Normal = N,
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normal Normal = N,
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int inside = 0,
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int inside = 0,
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int only_local = 1,
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int only_local = 0,
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output color ColorOut = color(1.0, 1.0, 1.0),
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output color ColorOut = color(1.0, 1.0, 1.0),
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output float AO = 1.0)
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output float AO = 1.0)
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{
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{
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@@ -2795,14 +2795,14 @@ NODE_DEFINE(AmbientOcclusionNode)
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{
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{
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NodeType* type = NodeType::add("ambient_occlusion", create, NodeType::SHADER);
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NodeType* type = NodeType::add("ambient_occlusion", create, NodeType::SHADER);
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SOCKET_INT(samples, "Samples", 8);
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SOCKET_INT(samples, "Samples", 16);
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SOCKET_IN_COLOR(color, "Color", make_float3(1.0f, 1.0f, 1.0f));
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SOCKET_IN_COLOR(color, "Color", make_float3(1.0f, 1.0f, 1.0f));
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SOCKET_IN_FLOAT(distance, "Distance", 1.0f);
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SOCKET_IN_FLOAT(distance, "Distance", 1.0f);
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SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
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SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
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SOCKET_BOOLEAN(inside, "Inside", false);
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SOCKET_BOOLEAN(inside, "Inside", false);
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SOCKET_BOOLEAN(only_local, "Only Local", true);
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SOCKET_BOOLEAN(only_local, "Only Local", false);
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SOCKET_OUT_COLOR(color, "Color");
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SOCKET_OUT_COLOR(color, "Color");
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SOCKET_OUT_FLOAT(ao, "AO");
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SOCKET_OUT_FLOAT(ao, "AO");
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@@ -49,8 +49,8 @@ static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat, bNode *UNUSED(nod
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static void node_shader_init_ambient_occlusion(bNodeTree *UNUSED(ntree), bNode *node)
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static void node_shader_init_ambient_occlusion(bNodeTree *UNUSED(ntree), bNode *node)
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{
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{
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node->custom1 = 8; /* samples */
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node->custom1 = 16; /* samples */
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node->custom2 = SHD_AO_LOCAL;
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node->custom2 = 0;
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}
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}
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/* node type definition */
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/* node type definition */
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