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
This commit is contained in:
Brecht Van Lommel 2012-02-28 16:44:45 +00:00
parent aecff24add
commit 0052cbed0d
7 changed files with 55 additions and 56 deletions

@ -177,11 +177,13 @@ class CyclesRender_PT_layers(CyclesButtonsPanel, Panel):
col = split.column()
col.prop(scene, "layers", text="Scene")
col.label(text="Material:")
col.prop(rl, "material_override", text="")
col = split.column()
col.prop(rl, "layers", text="Layer")
layout.separator()
col.label(text="Mask Layers:")
col.prop(rl, "layers_zmask", text="")
split = layout.split()
@ -213,11 +215,6 @@ class CyclesRender_PT_layers(CyclesButtonsPanel, Panel):
row.prop(rl, "use_pass_transmission_indirect", text="Indirect", toggle=True)
row.prop(rl, "use_pass_transmission_color", text="Color", toggle=True)
layout.separator()
rl = rd.layers[0]
layout.prop(rl, "material_override", text="Material")
class Cycles_PT_post_processing(CyclesButtonsPanel, Panel):
bl_label = "Post Processing"

@ -222,20 +222,22 @@ static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, con
/* Sync */
Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool holdout, bool object_updated)
{
/* test if we can instance or if the object is modified */
BL::ID b_ob_data = b_ob.data();
BL::ID key = (object_is_modified(b_ob))? b_ob: b_ob_data;
BL::ID key = (object_is_modified(b_ob) || holdout)? b_ob: b_ob_data;
/* find shader indices */
vector<uint> used_shaders;
BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
BL::Material material_override = render_layers.front().material_override;
BL::Material material_override = render_layer.material_override;
if(material_override)
if(holdout)
find_shader(PointerRNA_NULL, used_shaders, scene->default_holdout);
else if(material_override)
find_shader(material_override, used_shaders, scene->default_surface);
else
find_shader(slot->material(), used_shaders, scene->default_surface);

@ -208,8 +208,11 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob,
if(object_map.sync(&object, b_ob, b_parent, key))
object_updated = true;
/* holdout? */
bool holdout = (layer_flag & render_layer.holdout_layer) != 0;
/* mesh sync */
object->mesh = sync_mesh(b_ob, object_updated);
object->mesh = sync_mesh(b_ob, holdout, object_updated);
/* object sync */
if(object_updated || (object->mesh && object->mesh->need_update)) {
@ -238,7 +241,7 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob,
void BlenderSync::sync_objects(BL::SpaceView3D b_v3d)
{
/* layer data */
uint scene_layer = render_layers.front().scene_layer;
uint scene_layer = render_layer.scene_layer;
/* prepare for sync */
light_map.pre_sync();

@ -48,8 +48,7 @@ BlenderSync::BlenderSync(BL::BlendData b_data_, BL::Scene b_scene_, Scene *scene
light_map(&scene_->lights),
world_map(NULL),
world_recalc(false),
experimental(false),
active_layer(0)
experimental(false)
{
scene = scene_;
preview = preview_;
@ -124,8 +123,8 @@ bool BlenderSync::sync_recalc()
void BlenderSync::sync_data(BL::SpaceView3D b_v3d, const char *layer)
{
sync_render_layers(b_v3d);
sync_integrator(layer);
sync_render_layers(b_v3d, layer);
sync_integrator();
sync_film();
sync_shaders();
sync_objects(b_v3d);
@ -133,7 +132,7 @@ void BlenderSync::sync_data(BL::SpaceView3D b_v3d, const char *layer)
/* Integrator */
void BlenderSync::sync_integrator(const char *layer)
void BlenderSync::sync_integrator()
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
@ -156,19 +155,7 @@ void BlenderSync::sync_integrator(const char *layer)
integrator->no_caustics = get_boolean(cscene, "no_caustics");
integrator->seed = get_int(cscene, "seed");
/* render layer */
int active_layer = 0;
if(layer) {
for(int i = 0; i < render_layers.size(); i++) {
if(render_layers[i].name == layer) {
active_layer = i;
break;
}
}
}
integrator->layer_flag = render_layers[active_layer].layer;
integrator->layer_flag = render_layer.layer;
if(integrator->modified(previntegrator))
integrator->tag_update(scene);
@ -200,33 +187,28 @@ void BlenderSync::sync_film()
/* Render Layer */
void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d)
void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer)
{
render_layers.clear();
if(b_v3d) {
RenderLayerInfo rlay;
rlay.scene_layer = get_layer(b_v3d.layers());
rlay.layer = rlay.scene_layer;
rlay.material_override = PointerRNA_NULL;
render_layers.push_back(rlay);
render_layer.scene_layer = get_layer(b_v3d.layers());
render_layer.layer = render_layer.scene_layer;
render_layer.material_override = PointerRNA_NULL;
}
else {
BL::RenderSettings r = b_scene.render();
BL::RenderSettings::layers_iterator b_rlay;
bool first_layer = true;
for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
/* single layer for now */
RenderLayerInfo rlay;
if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
render_layer.name = b_rlay->name();
render_layer.scene_layer = get_layer(b_scene.layers());
render_layer.layer = get_layer(b_rlay->layers());
render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
render_layer.material_override = b_rlay->material_override();
}
rlay.name = b_rlay->name();
rlay.scene_layer = get_layer(b_scene.layers());
rlay.layer = get_layer(b_rlay->layers());
rlay.material_override = b_rlay->material_override();
render_layers.push_back(rlay);
first_layer = false;
}
}
}

@ -70,14 +70,14 @@ private:
void sync_materials();
void sync_objects(BL::SpaceView3D b_v3d);
void sync_film();
void sync_integrator(const char *layer);
void sync_integrator();
void sync_view();
void sync_world();
void sync_render_layers(BL::SpaceView3D b_v3d);
void sync_render_layers(BL::SpaceView3D b_v3d, const char *layer);
void sync_shaders();
void sync_nodes(Shader *shader, BL::ShaderNodeTree b_ntree);
Mesh *sync_mesh(BL::Object b_ob, bool object_updated);
Mesh *sync_mesh(BL::Object b_ob, bool holdout, bool object_updated);
void sync_object(BL::Object b_parent, int b_index, BL::Object b_object, Transform& tfm, uint layer_flag);
void sync_light(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm);
void sync_background_light();
@ -113,11 +113,9 @@ private:
string name;
uint scene_layer;
uint layer;
uint holdout_layer;
BL::Material material_override;
};
vector<RenderLayerInfo> render_layers;
int active_layer;
} render_layer;
};
CCL_NAMESPACE_END

@ -156,6 +156,7 @@ public:
int default_surface;
int default_light;
int default_background;
int default_holdout;
/* device */
Device *device;

@ -256,6 +256,22 @@ void ShaderManager::add_default(Scene *scene)
scene->shaders.push_back(shader);
scene->default_background = scene->shaders.size() - 1;
}
/* default holdout */
{
graph = new ShaderGraph();
closure = graph->add(new HoldoutNode());
out = graph->output();
graph->connect(closure->output("Holdout"), out->input("Surface"));
shader = new Shader();
shader->name = "default_holdout";
shader->graph = graph;
scene->shaders.push_back(shader);
scene->default_holdout = scene->shaders.size() - 1;
}
}
CCL_NAMESPACE_END