m_render_final(init_owner(*this) + init_name("render_final") + init_label(_("Render")) + init_description(_("Controls whether this node will be visible in the final rendered image.")) + init_value(true)),
m_render_shadows(init_owner(*this) + init_name("render_shadows") + init_label(_("Render Shadows")) + init_description(_("Controls whether this node will be visible during shadow-map render passes.")) + init_value(true)),
m_motion_blur(init_owner(*this) + init_name("motion_blur") + init_label(_("Motion Blur")) + init_description("If enabled, this node will be rendered with motion-blur.") + init_value(false))
{
}
void renderman_render(const render_state& State)
{
// If this is a normal pass and we're hidden, we're done ...