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:
Brecht Van Lommel 2011-10-16 20:58:48 +00:00
parent 5fd67a3ba5
commit 7b06c1718b
2 changed files with 2 additions and 2 deletions

@ -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);