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authorKévin Dietrich <kevin.dietrich@mailoo.org>2021-03-31 18:17:54 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2021-03-31 18:18:32 +0300
commit94bfb1ab620add53d08cf123548e2146e5f3063a (patch)
tree1ef6fef5204fc9b06d460c18760f15dddd1a8de5
parent6f2e9e9f90a1334cda71e19ebbcb2fd8cbe74e5c (diff)
Alembic procedural: fix missing update when editing shaders
-rw-r--r--intern/cycles/render/alembic.cpp24
1 files changed, 24 insertions, 0 deletions
diff --git a/intern/cycles/render/alembic.cpp b/intern/cycles/render/alembic.cpp
index 1336f81896a..c3a7b20f512 100644
--- a/intern/cycles/render/alembic.cpp
+++ b/intern/cycles/render/alembic.cpp
@@ -1407,6 +1407,15 @@ void AlembicProcedural::generate(Scene *scene, Progress &progress)
need_data_updates = true;
}
+ /* Check if the shaders were modified. */
+ if (object->used_shaders_is_modified() && object->get_object() &&
+ object->get_object()->get_geometry()) {
+ Geometry *geometry = object->get_object()->get_geometry();
+ array<Node *> used_shaders = object->get_used_shaders();
+ geometry->set_used_shaders(used_shaders);
+ need_shader_updates = true;
+ }
+
/* Check for changes in shaders (e.g. newly requested attributes). */
foreach (Node *shader_node, object->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(shader_node);
@@ -1586,6 +1595,11 @@ void AlembicProcedural::read_mesh(AlembicObject *abc_object, Abc::chrono_t frame
Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
+ /* Make sure shader ids are also updated. */
+ if (mesh->used_shaders_is_modified()) {
+ mesh->tag_shader_modified();
+ }
+
cached_data.vertices.copy_to_socket(frame_time, mesh, mesh->get_verts_socket());
cached_data.shader.copy_to_socket(frame_time, mesh, mesh->get_shader_socket());
@@ -1653,6 +1667,11 @@ void AlembicProcedural::read_subd(AlembicObject *abc_object, Abc::chrono_t frame
Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
+ /* Make sure shader ids are also updated. */
+ if (mesh->used_shaders_is_modified()) {
+ mesh->tag_shader_modified();
+ }
+
/* Cycles overwrites the original triangles when computing displacement, so we always have to
* repass the data if something is animated (vertices most likely) to avoid buffer overflows. */
if (!cached_data.is_constant()) {
@@ -1743,6 +1762,11 @@ void AlembicProcedural::read_curves(AlembicObject *abc_object, Abc::chrono_t fra
Hair *hair = static_cast<Hair *>(object->get_geometry());
+ /* Make sure shader ids are also updated. */
+ if (hair->used_shaders_is_modified()) {
+ hair->tag_curve_shader_modified();
+ }
+
cached_data.curve_keys.copy_to_socket(frame_time, hair, hair->get_curve_keys_socket());
cached_data.curve_radius.copy_to_socket(frame_time, hair, hair->get_curve_radius_socket());