[Bf-cycles] Procedure for adding a new node/shader type
Nikhilesh Sigatapu
s.nikhilesh at gmail.com
Thu Mar 29 03:57:21 CEST 2012
Hello!
I've been studying the cycles code for a while recently, and find myself
quite interested in it since it seems, to me, to be rather neat and well
written for the most part. It also has a small codebase at this early
stage, which makes the structure easier to understand.
I was wondering about how one would go about adding a new node type to
cycles, say, a subsurface scattering node type, to represent the
interface to a new internal shader type. It seems that there are a bunch
of flags across multiple source files.
Does one simply have to add the new node type in render/nodes.{h,cpp},
write the corresponding kernel shader function, add to the switch
statement in svm_eval_nodes to handle the new type, and accumulate into
the respective pass?
--
Nikhilesh S
http://www.nikhilesh.info
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