Phase one of better masking support while rendering.
Problem: artist wants character to walk in grass, but still have all rendered in seperate render-layers, for postpro effects and vblur. How to efficiently create a mask image you can put *over* the character for the grass? Solution has two parts; this commits allows any layer inside of the renderlayers to become a Z-mask (Z values for solid gets filled in, but not rendered). Second part of commit is render option "Only render stuff that's in front of a zbuffer value that was filled in (saves render time)
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@@ -505,6 +505,7 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop, int
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strcpy(rl->name, srl->name);
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rl->lay= srl->lay;
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rl->lay_zmask= srl->lay_zmask;
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rl->layflag= srl->layflag;
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rl->passflag= srl->passflag;
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rl->pass_xor= srl->pass_xor;
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