forked from bartvdbraak/blender
Cycles: material "sample as light" option, to make the integrator sample the
object as a mesh light or not. This may result in more/less noisy renders depending on the situation, but should converge to the same result.
This commit is contained in:
parent
5fd67a3ba5
commit
7b06c1718b
@ -118,7 +118,7 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.Material.cycles = PointerProperty(type=cls, name="Cycles Material Settings", description="Cycles material settings")
|
||||
cls.sample_as_light = BoolProperty(name="Sample as Light", description="Use direct light sampling, to reduce noise for small or strong emitting materials", default=False)
|
||||
cls.sample_as_light = BoolProperty(name="Sample as Light", description="Use direct light sampling, to reduce noise for small or strong emitting materials", default=True)
|
||||
cls.homogeneous_volume = BoolProperty(name="Homogeneous Volume", description="When using volume rendering, assume volume has the same density everywhere, for faster rendering", default=False)
|
||||
|
||||
@classmethod
|
||||
|
@ -613,7 +613,7 @@ void BlenderSync::sync_materials()
|
||||
|
||||
/* settings */
|
||||
PointerRNA cmat = RNA_pointer_get(&b_mat->ptr, "cycles");
|
||||
//shader->sample_as_light = get_boolean(cmat, "sample_as_light");
|
||||
shader->sample_as_light = get_boolean(cmat, "sample_as_light");
|
||||
shader->homogeneous_volume = get_boolean(cmat, "homogeneous_volume");
|
||||
|
||||
shader->set_graph(graph);
|
||||
|
Loading…
Reference in New Issue
Block a user