Cycles: Correction to integrator's transparent shadows
It was possible that deleting transparent BSDF from shader wouldn't disable transparent shadows in integrator when doing viewport render.
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@ -100,6 +100,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
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* transparent shaders in the scene. Otherwise we can disable it
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* transparent shaders in the scene. Otherwise we can disable it
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* to improve performance a bit. */
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* to improve performance a bit. */
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if(transparent_shadows) {
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if(transparent_shadows) {
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kintegrator->transparent_shadows = false;
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foreach(Shader *shader, scene->shaders) {
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foreach(Shader *shader, scene->shaders) {
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/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
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/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
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if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) {
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if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) {
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