Cycles / SSS Render Passes:
authorThomas Dinges <blender@dingto.org>
Wed, 24 Jul 2013 23:47:02 +0000 (23:47 +0000)
committerThomas Dinges <blender@dingto.org>
Wed, 24 Jul 2013 23:47:02 +0000 (23:47 +0000)
commitac80b9d198b90b91bad5cc273d983b40e933d8c5
treec63ba39435e5c94f197052d22bcb7e594a77e7b9
parent45227e25fe901324eba56cf64edab71e16a76755
Cycles / SSS Render Passes:
* First step toward Subsurface Scattering render passes (Color, Direct and Indirect).
* Added UI, DNA and RNA for the new Passes on the Blender side.
* Basic Cycles integration.
* Only the SSS Color Pass works so far.

ToDo: Direct and Indirect Pass.
Should "subsurface" be a part of BsdfEval and "path_subsurface" of PathRadiance or is that the wrong way? Should it be integrated more like the AO render pass? Some input from Brecht or Stuart would be nice. :)
13 files changed:
intern/cycles/blender/addon/ui.py
intern/cycles/blender/blender_session.cpp
intern/cycles/kernel/kernel_accumulate.h
intern/cycles/kernel/kernel_passes.h
intern/cycles/kernel/kernel_shader.h
intern/cycles/kernel/kernel_types.h
intern/cycles/render/film.cpp
source/blender/blenkernel/BKE_node.h
source/blender/makesdna/DNA_scene_types.h
source/blender/makesrna/intern/rna_render.c
source/blender/makesrna/intern/rna_scene.c
source/blender/nodes/composite/nodes/node_composite_image.c
source/blender/render/intern/source/render_result.c