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authorPascal Schoen <pascal.schoen@adidas-group.com>2017-05-31 08:29:17 +0300
committerPascal Schoen <pascal.schoen@adidas-group.com>2017-05-31 08:29:17 +0300
commitc91d2d30dfc1000f9cdffa9a49eb29b43458d39a (patch)
tree666cde2f4f953ee3a71efd55fecc56d9fc3c1d3c /intern/cycles/kernel/shaders
parent2cd7b80cae671baa6552dedd980ba131517605e8 (diff)
Improve backscatter color of subsurface scattering in Principled BSDF
Differential Revision: https://developer.blender.org/D2685
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_principled_bsdf.osl4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/shaders/node_principled_bsdf.osl b/intern/cycles/kernel/shaders/node_principled_bsdf.osl
index 57f40789d49..9d85d56ba78 100644
--- a/intern/cycles/kernel/shaders/node_principled_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_principled_bsdf.osl
@@ -57,8 +57,8 @@ shader node_principled_bsdf(
if (diffuse_weight > 1e-5) {
if (Subsurface > 1e-5) {
- color Albedo = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface);
- BSDF = bssrdf_principled(Normal, Subsurface * SubsurfaceRadius, 0.0, Albedo, Roughness);
+ color mixed_ss_base_color = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface);
+ BSDF = mixed_ss_base_color * bssrdf_principled(Normal, Subsurface * SubsurfaceRadius, 0.0, SubsurfaceColor, Roughness);
} else {
BSDF = BaseColor * principled_diffuse(Normal, Roughness);
}