Blender Git Loki
Git Commits -> Revision cf313f8
Revision cf313f8 by Ton Roosendaal (master) July 9, 2006, 11:54 (GMT) |
Bugfix #4647 The raytracer wasn't calling node shaders yet, so results showed only shading for the base material. This now works, but there's a conflict in the internal Blender shader that makes recursive raytracing with nodes unpredictable. Basicaly the conflict is that when a ray wants to shade a point, it should be able to check the material for mirror properties, but this is undefined for node trees... Probably we need to separate raytrace entirely from material shading. Is a good topic for NodeShader 2.0, when we really split up materials in shading components. I'll add a note in the release log about this. Best results you get now when you don't include mirror/ray-transp insde a node tree, in that case a regular material mirror can render that material perfectly. |
Commit Details:
Full Hash: cf313f867d3e457ac9da21c001202650d4a8e2ce
SVN Revision: 8126
Parent Commit: 121f13f
Lines Changed: +45, -46
5 Modified Paths:
/source/blender/blenkernel/intern/node.c (+5, -0) (Diff)
/source/blender/blenkernel/intern/node_shaders.c (+1, -1) (Diff)
/source/blender/render/extern/include/RE_shader_ext.h (+1, -1) (Diff)
/source/blender/render/intern/source/ray.c (+24, -34) (Diff)
/source/blender/render/intern/source/rendercore.c (+14, -10) (Diff)
/source/blender/blenkernel/intern/node_shaders.c (+1, -1) (Diff)
/source/blender/render/extern/include/RE_shader_ext.h (+1, -1) (Diff)
/source/blender/render/intern/source/ray.c (+24, -34) (Diff)
/source/blender/render/intern/source/rendercore.c (+14, -10) (Diff)