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authorPascal Schoen <pascal_schoen@gmx.net>2016-09-27 10:17:57 +0300
committerPascal Schoen <pascal_schoen@gmx.net>2016-09-27 10:17:57 +0300
commit2a5ac509223c838285a00c4c12775567666e7154 (patch)
treeabf791b668f47eb5ef4c220ab4811f746d26b011
parente1fa8623915407cea942a07fd0a106b04e113c09 (diff)
Fixed a bug that caused transparency to be always white when using OSL and
selecting GGX as distribution of the Disney BSDF
-rw-r--r--intern/cycles/kernel/shaders/node_disney_bsdf.osl4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/shaders/node_disney_bsdf.osl b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
index cc6c63f1e43..5372948133d 100644
--- a/intern/cycles/kernel/shaders/node_disney_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
@@ -88,8 +88,8 @@ shader node_disney_bsdf(
float cosNO = dot(Normal, I);
float Fr = fresnel_dielectric_cos(cosNO, eta);
- BSDF = BSDF + transp * (Fr * microfacet_ggx_fresnel(Normal, Roughness, eta, BaseColor, Cspec0) +
- (1.0 - Fr) * microfacet_ggx_refraction(Normal, Roughness, eta));
+ BSDF = BSDF + transp * (Fr * microfacet_ggx_fresnel(Normal, Roughness * Roughness, eta, BaseColor, Cspec0) +
+ (1.0 - Fr) * BaseColor * microfacet_ggx_refraction(Normal, Roughness * Roughness, eta));
}
}