Cycles: Initial support for volume ray visibility.
authorThomas Dinges <blender@dingto.org>
Fri, 5 Sep 2014 14:17:24 +0000 (16:17 +0200)
committerThomas Dinges <blender@dingto.org>
Fri, 5 Sep 2014 14:17:39 +0000 (16:17 +0200)
This adds a new "Volume Scatter" option to the "Ray Visibility" panels and can be used to e.g. exclude lamps from having an influence on the volume. See release logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles

Differential revision: https://developer.blender.org/D771

intern/cycles/blender/addon/properties.py
intern/cycles/blender/addon/ui.py
intern/cycles/blender/blender_object.cpp
intern/cycles/blender/blender_shader.cpp
intern/cycles/kernel/kernel_accumulate.h
intern/cycles/kernel/kernel_emission.h
intern/cycles/kernel/kernel_types.h
intern/cycles/render/background.cpp
intern/cycles/render/light.cpp
intern/cycles/render/light.h

index 59e60a9..f3885b4 100644 (file)
@@ -731,6 +731,11 @@ class CyclesVisibilitySettings(bpy.types.PropertyGroup):
                 description="Object visibility for shadow rays",
                 default=True,
                 )
+        cls.scatter = BoolProperty(
+                name="Volume Scatter",
+                description="Object visibility for volume scatter rays",
+                default=True,
+                )
 
     @classmethod
     def unregister(cls):
index aab9f83..198926e 100644 (file)
@@ -618,6 +618,7 @@ class CyclesObject_PT_ray_visibility(CyclesButtonsPanel, Panel):
         flow.prop(visibility, "diffuse")
         flow.prop(visibility, "glossy")
         flow.prop(visibility, "transmission")
+        flow.prop(visibility, "scatter")
 
         if ob.type != 'LAMP':
             flow.prop(visibility, "shadow")
@@ -897,6 +898,7 @@ class CyclesWorld_PT_ray_visibility(CyclesButtonsPanel, Panel):
         flow.prop(visibility, "diffuse")
         flow.prop(visibility, "glossy")
         flow.prop(visibility, "transmission")
+        flow.prop(visibility, "scatter")
 
 
 class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
index 94dec0b..1e07c5f 100644 (file)
@@ -82,6 +82,7 @@ static uint object_ray_visibility(BL::Object b_ob)
        flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
        flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
        flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
+       flag |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;
 
        return flag;
 }
@@ -172,6 +173,7 @@ void BlenderSync::sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSI
        light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
        light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
        light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
+       light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
 
        /* tag */
        light->tag_update(scene);
index 193eb69..7752c1c 100644 (file)
@@ -1071,6 +1071,7 @@ void BlenderSync::sync_world(bool update_all)
                        visibility |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
                        visibility |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
                        visibility |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
+                       visibility |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;
 
                        background->visibility = visibility;
                }
index 5b2233f..f493b38 100644 (file)
@@ -32,6 +32,7 @@ ccl_device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 v
                eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
                eval->transparent = make_float3(0.0f, 0.0f, 0.0f);
                eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                if(type == CLOSURE_BSDF_TRANSPARENT_ID)
                        eval->transparent = value;
@@ -43,6 +44,8 @@ ccl_device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 v
                        eval->transmission = value;
                else if(CLOSURE_IS_BSDF_BSSRDF(type))
                        eval->subsurface = value;
+               else if(CLOSURE_IS_PHASE(type))
+                       eval->scatter = value;
        }
        else
                eval->diffuse = value;
@@ -55,7 +58,7 @@ ccl_device_inline void bsdf_eval_accum(BsdfEval *eval, ClosureType type, float3
 {
 #ifdef __PASSES__
        if(eval->use_light_pass) {
-               if(CLOSURE_IS_BSDF_DIFFUSE(type) || CLOSURE_IS_PHASE(type))
+               if(CLOSURE_IS_BSDF_DIFFUSE(type))
                        eval->diffuse += value;
                else if(CLOSURE_IS_BSDF_GLOSSY(type))
                        eval->glossy += value;
@@ -63,6 +66,8 @@ ccl_device_inline void bsdf_eval_accum(BsdfEval *eval, ClosureType type, float3
                        eval->transmission += value;
                else if(CLOSURE_IS_BSDF_BSSRDF(type))
                        eval->subsurface += value;
+               else if(CLOSURE_IS_PHASE(type))
+                       eval->scatter += value;
 
                /* skipping transparent, this function is used by for eval(), will be zero then */
        }
@@ -81,7 +86,8 @@ ccl_device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
                        && is_zero(eval->glossy)
                        && is_zero(eval->transmission)
                        && is_zero(eval->transparent)
-                       && is_zero(eval->subsurface);
+                       && is_zero(eval->subsurface)
+                       && is_zero(eval->scatter);
        }
        else
                return is_zero(eval->diffuse);
@@ -98,6 +104,7 @@ ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value)
                eval->glossy *= value;
                eval->transmission *= value;
                eval->subsurface *= value;
+               eval->scatter *= value;
 
                /* skipping transparent, this function is used by for eval(), will be zero then */
        }
@@ -130,21 +137,25 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
                L->color_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->color_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->color_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->color_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
                L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
                L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f);
                L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->emission = make_float3(0.0f, 0.0f, 0.0f);
                L->background = make_float3(0.0f, 0.0f, 0.0f);
@@ -174,14 +185,16 @@ ccl_device_inline void path_radiance_bsdf_bounce(PathRadiance *L, float3 *throug
                        L->path_glossy = bsdf_eval->glossy*value;
                        L->path_transmission = bsdf_eval->transmission*value;
                        L->path_subsurface = bsdf_eval->subsurface*value;
+                       L->path_scatter = bsdf_eval->scatter*value;
 
-                       *throughput = L->path_diffuse + L->path_glossy + L->path_transmission + L->path_subsurface;
+                       *throughput = L->path_diffuse + L->path_glossy + L->path_transmission + L->path_subsurface + L->path_scatter;
                        
                        L->direct_throughput = *throughput;
                }
                else {
                        /* transparent bounce before first hit, or indirectly visible through BSDF */
-                       float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->transparent + bsdf_eval->subsurface)*inverse_pdf;
+                       float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->transparent +
+                                                 bsdf_eval->subsurface + bsdf_eval->scatter) * inverse_pdf;
                        *throughput *= sum;
                }
        }
@@ -241,6 +254,7 @@ ccl_device_inline void path_radiance_accum_light(PathRadiance *L, float3 through
                        L->direct_glossy += throughput*bsdf_eval->glossy*shadow;
                        L->direct_transmission += throughput*bsdf_eval->transmission*shadow;
                        L->direct_subsurface += throughput*bsdf_eval->subsurface*shadow;
+                       L->direct_scatter += throughput*bsdf_eval->scatter*shadow;
 
                        if(is_lamp) {
                                L->shadow.x += shadow.x*shadow_fac;
@@ -250,7 +264,7 @@ ccl_device_inline void path_radiance_accum_light(PathRadiance *L, float3 through
                }
                else {
                        /* indirectly visible lighting after BSDF bounce */
-                       float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->subsurface;
+                       float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->subsurface + bsdf_eval->scatter;
                        L->indirect += throughput*sum*shadow;
                }
        }
@@ -291,12 +305,14 @@ ccl_device_inline void path_radiance_sum_indirect(PathRadiance *L)
                L->direct_glossy += L->path_glossy*L->direct_emission;
                L->direct_transmission += L->path_transmission*L->direct_emission;
                L->direct_subsurface += L->path_subsurface*L->direct_emission;
+               L->direct_scatter += L->path_scatter*L->direct_emission;
 
                L->indirect = safe_divide_color(L->indirect, L->direct_throughput);
                L->indirect_diffuse += L->path_diffuse*L->indirect;
                L->indirect_glossy += L->path_glossy*L->indirect;
                L->indirect_transmission += L->path_transmission*L->indirect;
                L->indirect_subsurface += L->path_subsurface*L->indirect;
+               L->indirect_scatter += L->path_scatter*L->indirect;
        }
 #endif
 }
@@ -309,6 +325,7 @@ ccl_device_inline void path_radiance_reset_indirect(PathRadiance *L)
                L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
                L->indirect = make_float3(0.0f, 0.0f, 0.0f);
@@ -327,8 +344,8 @@ ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadi
        if(L->use_light_pass) {
                path_radiance_sum_indirect(L);
 
-               L_direct = L->direct_diffuse + L->direct_glossy + L->direct_transmission + L->direct_subsurface + L->emission;
-               L_indirect = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission + L->indirect_subsurface;
+               L_direct = L->direct_diffuse + L->direct_glossy + L->direct_transmission + L->direct_subsurface + L->direct_scatter + L->emission;
+               L_indirect = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission + L->indirect_subsurface + L->indirect_scatter;
 
                if(!kernel_data.background.transparent)
                        L_direct += L->background;
@@ -344,11 +361,13 @@ ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadi
                        L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
                        L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
                        L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+                       L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                        L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
                        L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
                        L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
                        L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+                       L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                        L->emission = make_float3(0.0f, 0.0f, 0.0f);
                }
@@ -368,6 +387,7 @@ ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadi
                                L->direct_glossy *= scale;
                                L->direct_transmission *= scale;
                                L->direct_subsurface *= scale;
+                               L->direct_scatter *= scale;
                                L->emission *= scale;
                                L->background *= scale;
                        }
@@ -382,6 +402,7 @@ ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadi
                                L->indirect_glossy *= scale;
                                L->indirect_transmission *= scale;
                                L->indirect_subsurface *= scale;
+                               L->indirect_scatter *= scale;
                        }
 
                        /* Sum again, after clamping */
@@ -416,11 +437,13 @@ ccl_device_inline void path_radiance_accum_sample(PathRadiance *L, PathRadiance
        L->direct_glossy += L_sample->direct_glossy*fac;
        L->direct_transmission += L_sample->direct_transmission*fac;
        L->direct_subsurface += L_sample->direct_subsurface*fac;
+       L->direct_scatter += L_sample->direct_scatter*fac;
 
        L->indirect_diffuse += L_sample->indirect_diffuse*fac;
        L->indirect_glossy += L_sample->indirect_glossy*fac;
        L->indirect_transmission += L_sample->indirect_transmission*fac;
        L->indirect_subsurface += L_sample->indirect_subsurface*fac;
+       L->indirect_scatter += L_sample->indirect_scatter*fac;
 
        L->emission += L_sample->emission*fac;
        L->background += L_sample->background*fac;
index bda98b8..4b2bb72 100644 (file)
@@ -108,6 +108,8 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd,
                        eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
                if(ls->shader & SHADER_EXCLUDE_TRANSMIT)
                        eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
+               if(ls->shader & SHADER_EXCLUDE_SCATTER)
+                       eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
        }
 #endif
 
@@ -187,7 +189,8 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, PathState *st
                if(ls.shader & SHADER_EXCLUDE_ANY) {
                        if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
                           ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
-                          ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)))
+                          ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
+                          ((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
                                continue;
                }
 #endif
@@ -231,7 +234,8 @@ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, PathState *sta
                if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
                   ((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
                   ((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
-                  ((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)))
+                  ((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
+                  ((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
                        return make_float3(0.0f, 0.0f, 0.0f);
        }
 
index 8130636..489a1c2 100644 (file)
@@ -254,17 +254,17 @@ enum PathRayFlag {
        PATH_RAY_SHADOW_TRANSPARENT = 256,
        PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE|PATH_RAY_SHADOW_TRANSPARENT),
 
-       PATH_RAY_CURVE = 512, /* visibility flag to define curve segments*/
+       PATH_RAY_CURVE = 512, /* visibility flag to define curve segments */
+       PATH_RAY_VOLUME_SCATTER = 1024, /* volume scattering */
 
        /* note that these can use maximum 12 bits, the other are for layers */
-       PATH_RAY_ALL_VISIBILITY = (1|2|4|8|16|32|64|128|256|512),
+       PATH_RAY_ALL_VISIBILITY = (1|2|4|8|16|32|64|128|256|512|1024),
 
-       PATH_RAY_MIS_SKIP = 1024,
-       PATH_RAY_DIFFUSE_ANCESTOR = 2048,
-       PATH_RAY_GLOSSY_ANCESTOR = 4096,
-       PATH_RAY_BSSRDF_ANCESTOR = 8192,
-       PATH_RAY_SINGLE_PASS_DONE = 16384,
-       PATH_RAY_VOLUME_SCATTER = 32768,
+       PATH_RAY_MIS_SKIP = 2048,
+       PATH_RAY_DIFFUSE_ANCESTOR = 4096,
+       PATH_RAY_GLOSSY_ANCESTOR = 8192,
+       PATH_RAY_BSSRDF_ANCESTOR = 16384,
+       PATH_RAY_SINGLE_PASS_DONE = 32768,
 
        /* we need layer member flags to be the 20 upper bits */
        PATH_RAY_LAYER_SHIFT = (32-20)
@@ -334,21 +334,25 @@ typedef struct PathRadiance {
        float3 color_glossy;
        float3 color_transmission;
        float3 color_subsurface;
+       float3 color_scatter;
 
        float3 direct_diffuse;
        float3 direct_glossy;
        float3 direct_transmission;
        float3 direct_subsurface;
+       float3 direct_scatter;
 
        float3 indirect_diffuse;
        float3 indirect_glossy;
        float3 indirect_transmission;
        float3 indirect_subsurface;
+       float3 indirect_scatter;
 
        float3 path_diffuse;
        float3 path_glossy;
        float3 path_transmission;
        float3 path_subsurface;
+       float3 path_scatter;
 
        float4 shadow;
        float mist;
@@ -362,6 +366,7 @@ typedef struct BsdfEval {
        float3 transmission;
        float3 transparent;
        float3 subsurface;
+       float3 scatter;
 } BsdfEval;
 
 #else
@@ -382,7 +387,8 @@ typedef enum ShaderFlag {
        SHADER_EXCLUDE_GLOSSY = (1 << 26),
        SHADER_EXCLUDE_TRANSMIT = (1 << 25),
        SHADER_EXCLUDE_CAMERA = (1 << 24),
-       SHADER_EXCLUDE_ANY = (SHADER_EXCLUDE_DIFFUSE|SHADER_EXCLUDE_GLOSSY|SHADER_EXCLUDE_TRANSMIT|SHADER_EXCLUDE_CAMERA),
+       SHADER_EXCLUDE_SCATTER = (1 << 23),
+       SHADER_EXCLUDE_ANY = (SHADER_EXCLUDE_DIFFUSE|SHADER_EXCLUDE_GLOSSY|SHADER_EXCLUDE_TRANSMIT|SHADER_EXCLUDE_CAMERA|SHADER_EXCLUDE_SCATTER),
 
        SHADER_MASK = ~(SHADER_SMOOTH_NORMAL|SHADER_CAST_SHADOW|SHADER_AREA_LIGHT|SHADER_USE_MIS|SHADER_EXCLUDE_ANY)
 } ShaderFlag;
index a877c52..3926ecb 100644 (file)
@@ -78,6 +78,8 @@ void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene
                kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
        if(!(visibility & PATH_RAY_TRANSMIT))
                kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
+       if(!(visibility & PATH_RAY_VOLUME_SCATTER))
+               kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
        if(!(visibility & PATH_RAY_CAMERA))
                kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
 
index 94ab82a..1f00663 100644 (file)
@@ -121,6 +121,7 @@ Light::Light()
        use_diffuse = true;
        use_glossy = true;
        use_transmission = true;
+       use_scatter = true;
 
        shader = 0;
        samples = 1;
@@ -243,6 +244,10 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
                                shader_flag |= SHADER_EXCLUDE_TRANSMIT;
                                use_light_visibility = true;
                        }
+                       if(!(object->visibility & PATH_RAY_VOLUME_SCATTER)) {
+                               shader_flag |= SHADER_EXCLUDE_SCATTER;
+                               use_light_visibility = true;
+                       }
 
                        for(size_t i = 0; i < mesh->triangles.size(); i++) {
                                Shader *shader = scene->shaders[mesh->shader[i]];
@@ -500,6 +505,10 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
                        shader_id |= SHADER_EXCLUDE_TRANSMIT;
                        use_light_visibility = true;
                }
+               if(!light->use_scatter) {
+                       shader_id |= SHADER_EXCLUDE_SCATTER;
+                       use_light_visibility = true;
+               }
 
                if(light->type == LIGHT_POINT) {
                        shader_id &= ~SHADER_AREA_LIGHT;
@@ -554,6 +563,10 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
                                shader_id |= SHADER_EXCLUDE_TRANSMIT;
                                use_light_visibility = true;
                        }
+                       if(!(visibility & PATH_RAY_VOLUME_SCATTER)) {
+                               shader_id |= SHADER_EXCLUDE_SCATTER;
+                               use_light_visibility = true;
+                       }
 
                        light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), 0.0f, 0.0f, 0.0f);
                        light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), 0.0f, 0.0f, 0.0f);
index 82308cf..89091bb 100644 (file)
@@ -54,6 +54,7 @@ public:
        bool use_diffuse;
        bool use_glossy;
        bool use_transmission;
+       bool use_scatter;
 
        int shader;
        int samples;