Cycles: support for custom shader AOVs
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
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@@ -405,7 +405,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
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/* Shade background. */
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if (!hit) {
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kernel_path_background(kg, &state, &ray, throughput, &sd, L);
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kernel_path_background(kg, &state, &ray, throughput, &sd, buffer, L);
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break;
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}
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@@ -417,7 +417,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
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if (!(sd.flag & SD_HAS_ONLY_VOLUME)) {
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# endif
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shader_eval_surface(kg, &sd, &state, state.flag);
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shader_eval_surface(kg, &sd, &state, buffer, state.flag);
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shader_merge_closures(&sd);
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/* Apply shadow catcher, holdout, emission. */
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