void LayeredMaterial::addMat(MemoryArena &arena, const SpectrumWavelengths &sw, const Intersection &isect, 
							 const DifferentialGeometry &dgShading, boost::shared_ptr<Material> mat,
							 LayeredBSDF *lbsdf, boost::shared_ptr<Texture<float> > opacity) const{

	DifferentialGeometry dgS = dgShading;
	mat->GetShadingGeometry(sw, isect.dg.nn, &dgS);
	BSDF *bsdfmat=mat->GetBSDF(arena,sw,isect, dgS);
	float op = 1.0f;
	if (opacity) {	// then need to mix with null
			op= opacity->Evaluate(sw, dgS);
			if (op<=0.0f) { // don't bother adding it
				return;
			}
			MixBSDF *mixbsdf = ARENA_ALLOC(arena, MixBSDF)(dgShading, isect.dg.nn,
				isect.exterior, isect.interior);
			mixbsdf->Add(op, bsdfmat);

			dgS = dgShading;
			mat->GetShadingGeometry(sw, isect.dg.nn, &dgS); // Why do we need to do this again?

			SingleBSDF *nullbsdf = ARENA_ALLOC(arena, SingleBSDF)(dgShading,
				isect.dg.nn, ARENA_ALLOC(arena, NullTransmission)(),
				isect.exterior, isect.interior);

			mixbsdf->Add(1.0f-op, nullbsdf);
			bsdfmat=mixbsdf;
	}
	lbsdf->Add(bsdfmat,op);
	return;
}