[Bf-blender-cvs] [7eac672] master: Cycles: Set default closure values to some of the nodes
Sergey Sharybin
noreply at git.blender.org
Sat May 9 16:57:35 CEST 2015
Commit: 7eac672e4f3a1592e64fd37a40ce23ac02569e6f
Author: Sergey Sharybin
Date: Sat May 9 18:53:57 2015 +0500
Branches: master
https://developer.blender.org/rB7eac672e4f3a1592e64fd37a40ce23ac02569e6f
Cycles: Set default closure values to some of the nodes
Previously it was only set at compilation time which is all fine but does
not let us to check which closure the node corresponds to prior to the
compilation.
===================================================================
M intern/cycles/render/nodes.cpp
===================================================================
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index d17d531..d3f26a0 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -1609,6 +1609,7 @@ ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
AnisotropicBsdfNode::AnisotropicBsdfNode()
{
+ closure = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
distribution = ustring("GGX");
add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
@@ -1661,6 +1662,7 @@ ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
GlossyBsdfNode::GlossyBsdfNode()
{
+ closure = CLOSURE_BSDF_MICROFACET_GGX_ID;
distribution = ustring("GGX");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
@@ -1699,6 +1701,7 @@ ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
GlassBsdfNode::GlassBsdfNode()
{
+ closure = CLOSURE_BSDF_SHARP_GLASS_ID;
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
@@ -1738,6 +1741,7 @@ ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init(
RefractionBsdfNode::RefractionBsdfNode()
{
+ closure = CLOSURE_BSDF_REFRACTION_ID;
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
@@ -1776,6 +1780,7 @@ ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
ToonBsdfNode::ToonBsdfNode()
{
+ closure = CLOSURE_BSDF_DIFFUSE_TOON_ID;
component = ustring("Diffuse");
add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
@@ -2135,6 +2140,7 @@ ShaderEnum HairBsdfNode::component_enum = hair_component_init();
HairBsdfNode::HairBsdfNode()
{
+ closure = CLOSURE_BSDF_HAIR_REFLECTION_ID;
component = ustring("Reflection");
add_input("Offset", SHADER_SOCKET_FLOAT);
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