Cycles: support for mask layers in render layer, this has the same effect as
assigning holdout shaders to every object in the specified layers. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Layers
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@@ -208,8 +208,11 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob,
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if(object_map.sync(&object, b_ob, b_parent, key))
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object_updated = true;
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/* holdout? */
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bool holdout = (layer_flag & render_layer.holdout_layer) != 0;
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/* mesh sync */
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object->mesh = sync_mesh(b_ob, object_updated);
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object->mesh = sync_mesh(b_ob, holdout, object_updated);
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/* object sync */
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if(object_updated || (object->mesh && object->mesh->need_update)) {
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@@ -238,7 +241,7 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob,
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void BlenderSync::sync_objects(BL::SpaceView3D b_v3d)
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{
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/* layer data */
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uint scene_layer = render_layers.front().scene_layer;
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uint scene_layer = render_layer.scene_layer;
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/* prepare for sync */
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light_map.pre_sync();
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