"Combine RGB" and "Separate RGB" material nodes:

These nodes allow the user to separate and combine RGB color channels
as in the composite node editor. However they don't contain Alpha
channel as it is treated separately in case of material nodes.
"Combine RGB" allows the user to use values beyond standard float range 
([0.0, 1.0]) if value input node is used to feed the value to it.
This commit is contained in:
2007-08-20 11:05:14 +00:00
parent e8c39a5864
commit c3b1877b4f
3 changed files with 7 additions and 0 deletions

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@@ -206,6 +206,8 @@ struct ShadeResult;
#define SH_NODE_SQUEEZE 117
#define SH_NODE_MATERIAL_EXT 118
#define SH_NODE_INVERT 119
#define SH_NODE_SEPRGB 120
#define SH_NODE_COMBRGB 121
/* custom defines options for Material node */

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@@ -2389,6 +2389,8 @@ static void registerShaderNodes(ListBase *ntypelist)
nodeRegisterType(ntypelist, &sh_node_rgb);
nodeRegisterType(ntypelist, &sh_node_texture);
nodeRegisterType(ntypelist, &sh_node_invert);
nodeRegisterType(ntypelist, &sh_node_seprgb);
nodeRegisterType(ntypelist, &sh_node_combrgb);
}
void init_nodesystem(void)

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@@ -58,6 +58,9 @@ extern bNodeType sh_node_vect_math;
extern bNodeType sh_node_squeeze;
extern bNodeType sh_node_material_ext;
extern bNodeType sh_node_invert;
extern bNodeType sh_node_seprgb;
extern bNodeType sh_node_combrgb;
#endif