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authorJacques Lucke <jacques@blender.org>2021-09-20 20:01:08 +0300
committerJacques Lucke <jacques@blender.org>2021-09-20 20:01:08 +0300
commit3b8d702a2f071319d53aa622ebed0e9bc4ff3876 (patch)
tree58f005e9b93feaad26eebf1f1b9fb186dc8d7c44
parent32a4c7f188826d649b231b39baa1c1bcb7cbcbdc (diff)
Geometry Nodes: use implicit position input in noise node
This is the same behavior as in shader nodes.
-rw-r--r--source/blender/modifiers/intern/MOD_nodes_evaluator.cc3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/modifiers/intern/MOD_nodes_evaluator.cc b/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
index a215ad4d21a..56de0f87ed8 100644
--- a/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
+++ b/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
@@ -326,7 +326,8 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
* more complex defaults (other than just single values) in their socket declarations. */
if (bsocket.flag & SOCK_HIDE_VALUE) {
const bNode &bnode = *socket.bnode();
- if (bsocket.type == SOCK_VECTOR && bnode.type == GEO_NODE_SET_POSITION) {
+ if (bsocket.type == SOCK_VECTOR &&
+ ELEM(bnode.type, GEO_NODE_SET_POSITION, SH_NODE_TEX_NOISE)) {
new (r_value) Field<float3>(
std::make_shared<bke::AttributeFieldInput>("position", CPPType::get<float3>()));
return;