diff options
author | Mai Lavelle <mai.lavelle@gmail.com> | 2016-09-02 07:41:04 +0300 |
---|---|---|
committer | Mai Lavelle <mai.lavelle@gmail.com> | 2016-09-11 18:20:21 +0300 |
commit | 92a2c49aab55a2c459a8f6d50e730bdcda966eb5 (patch) | |
tree | 8524d21897c5c2b4da74f08ef7b27046c8682eed /intern/cycles/kernel/shaders | |
parent | ac2fe8312bd2a609eb884ad95dd27bcbbf7f1b0e (diff) |
Cycles: Fix bump mapping to use object space when used with true displacement
Bump mapping was happening in world space while displacement happens in object
space, causing shading errors when displacement type was used with bump mapping.
To fix this the proper transforms are added to bump nodes. This is only done
for automatic bump mapping however, to avoid visual changes from other uses of
bump mapping. It would be nice to do this for all bump mapping to be consistent
but that will have to wait till we can break compatibility.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2191
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r-- | intern/cycles/kernel/shaders/node_bump.osl | 25 |
1 files changed, 19 insertions, 6 deletions
diff --git a/intern/cycles/kernel/shaders/node_bump.osl b/intern/cycles/kernel/shaders/node_bump.osl index 9882857f2ec..7f01cf2ca91 100644 --- a/intern/cycles/kernel/shaders/node_bump.osl +++ b/intern/cycles/kernel/shaders/node_bump.osl @@ -21,6 +21,7 @@ surface node_bump( int invert = 0, + int use_object_space = 0, normal NormalIn = N, float Strength = 0.1, float Distance = 1.0, @@ -29,12 +30,20 @@ surface node_bump( float SampleY = 0.0, output normal NormalOut = N) { + point Ptmp = P; + normal Normal = NormalIn; + + if (use_object_space) { + Ptmp = transform("object", Ptmp); + Normal = normalize(transform("object", Normal)); + } + /* get surface tangents from normal */ - vector dPdx = Dx(P); - vector dPdy = Dy(P); + vector dPdx = Dx(Ptmp); + vector dPdy = Dy(Ptmp); - vector Rx = cross(dPdy, NormalIn); - vector Ry = cross(NormalIn, dPdx); + vector Rx = cross(dPdy, Normal); + vector Ry = cross(Normal, dPdx); /* compute surface gradient and determinant */ float det = dot(dPdx, Rx); @@ -49,7 +58,11 @@ surface node_bump( dist *= -1.0; /* compute and output perturbed normal */ - NormalOut = normalize(absdet * NormalIn - dist * sign(det) * surfgrad); - NormalOut = normalize(strength * NormalOut + (1.0 - strength) * NormalIn); + NormalOut = normalize(absdet * Normal - dist * sign(det) * surfgrad); + NormalOut = normalize(strength * NormalOut + (1.0 - strength) * Normal); + + if (use_object_space) { + NormalOut = normalize(transform("object", "world", NormalOut)); + } } |