diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-02-22 12:53:28 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-02-22 12:54:36 +0300 |
commit | 36c4fc1ea9d987ec88b27c04927ac44e12a49778 (patch) | |
tree | fc91b50d4e4e13c08980f7ac9f34463abaad4291 /intern/cycles/blender/blender_util.h | |
parent | 2c30fd83f1513b4e9f146024501b15bd31ee4804 (diff) |
Cycles: Fix shading with autosmooth and custom normals
New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.
Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.
Thanks Bastien for assistance here!
Diffstat (limited to 'intern/cycles/blender/blender_util.h')
-rw-r--r-- | intern/cycles/blender/blender_util.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h index 8120de96362..23df3c1bc30 100644 --- a/intern/cycles/blender/blender_util.h +++ b/intern/cycles/blender/blender_util.h @@ -79,7 +79,7 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data, me.calc_normals_split(); } else { - me.split_faces(); + me.split_faces(false); } } if(subdivision_type == Mesh::SUBDIVISION_NONE) { |