Cycles: ray visibility options now work for lamps and mesh lights, with and without
authorBrecht Van Lommel <brechtvanlommel@pandora.be>
Fri, 7 Jun 2013 18:59:23 +0000 (18:59 +0000)
committerBrecht Van Lommel <brechtvanlommel@pandora.be>
Fri, 7 Jun 2013 18:59:23 +0000 (18:59 +0000)
commit58a290234b0719ce48854e2f6744575b353bf7d3
tree8891bc5663c9b8e19cdaa2a1d58ec0e39ff3f2f3
parentb20a7e01d046b95a79663da1a8072358709a5a8b
Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission.

The Light Path node here is still weak and does not give this info. To make that
work we'd need to evaluate the shader multiple times which is slow and we can't
detect well enough when it is actually needed.
intern/cycles/blender/addon/ui.py
intern/cycles/blender/blender_object.cpp
intern/cycles/kernel/kernel_accumulate.h
intern/cycles/kernel/kernel_emission.h
intern/cycles/kernel/kernel_light.h
intern/cycles/kernel/kernel_types.h
intern/cycles/render/film.cpp
intern/cycles/render/film.h
intern/cycles/render/light.cpp
intern/cycles/render/light.h