[Bf-cycles] Procedure for adding a new node/shader type

Tom M letterrip at gmail.com
Fri Mar 30 17:18:50 CEST 2012

This email contain a patch that contains most of the information you
need it looks like.


As brecht says it is quite a few files.


On Wed, Mar 28, 2012 at 6:57 PM, Nikhilesh Sigatapu
<s.nikhilesh at gmail.com> wrote:
> 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
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles

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