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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-07-23 15:59:37 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-07-23 16:01:35 +0400 |
commit | eb8f85d8be8a14cbb8e97ba3b91c02cfd0ebbe42 (patch) | |
tree | bd197e4fcaeeb00e13ac69426f77cc8907039beb /intern/cycles/kernel/geom | |
parent | 82f16f81fd0e70872b759caa501a116f815bb3f6 (diff) |
Fix T41116: Motion Blur causes random black surfaces on rigged models
Fix T41115: Motion Blur renders Objects Black - But not in Viewport Preview
This actually extends previous fix to normals and makes it all much nicer now.
Worth doing some intense testing, quick one worked just fine but there always
could be some corner cases.
Diffstat (limited to 'intern/cycles/kernel/geom')
-rw-r--r-- | intern/cycles/kernel/geom/geom_triangle.h | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h index f4e53be5429..6fffbc7f782 100644 --- a/intern/cycles/kernel/geom/geom_triangle.h +++ b/intern/cycles/kernel/geom/geom_triangle.h @@ -127,10 +127,7 @@ ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd) float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z))); /* return normal */ - if(sd->flag & SD_NEGATIVE_SCALE_APPLIED) - return normalize(cross(v2 - v0, v1 - v0)); - else - return normalize(cross(v1 - v0, v2 - v0)); + return normalize(cross(v1 - v0, v2 - v0)); } /* point and normal on triangle */ |