Cycles: add a Pass Node
The Pass struct is now a Node and the passes are moved from the Film class to the Scene class. The Pass Node only has `type` and `name` as sockets as those seem to be the only properties settable by exporters (other properties are implicit and depend on the pass type). This is part of T79131. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8591
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@@ -97,17 +97,17 @@ void BakeManager::set(Scene *scene,
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type = type_;
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pass_filter = shader_type_to_pass_filter(type_, pass_filter_);
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Pass::add(PASS_BAKE_PRIMITIVE, scene->film->passes);
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Pass::add(PASS_BAKE_DIFFERENTIAL, scene->film->passes);
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Pass::add(PASS_BAKE_PRIMITIVE, scene->passes);
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Pass::add(PASS_BAKE_DIFFERENTIAL, scene->passes);
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if (type == SHADER_EVAL_UV) {
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/* force UV to be available */
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Pass::add(PASS_UV, scene->film->passes);
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Pass::add(PASS_UV, scene->passes);
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}
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/* force use_light_pass to be true if we bake more than just colors */
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if (pass_filter & ~BAKE_FILTER_COLOR) {
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Pass::add(PASS_LIGHT, scene->film->passes);
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Pass::add(PASS_LIGHT, scene->passes);
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}
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/* create device and update scene */
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