diff options
author | Alexander Gavrilov <angavrilov@gmail.com> | 2016-08-30 12:48:59 +0300 |
---|---|---|
committer | Alexander Gavrilov <angavrilov@gmail.com> | 2016-08-30 12:48:59 +0300 |
commit | c376878e5421f4b53ef812f77ab9127effea4505 (patch) | |
tree | 3309e80aa4b696cce86a403d3d3246f463e35e17 /intern/cycles/kernel/shaders | |
parent | 3a0c0c1b5425cd5b050cb742357da57266c70463 (diff) |
Fix T49187: inconsistent Normal Map node output for backfacing polygons.
There basically are two issues here: in smooth mode (and all non-tangent
normal map types) it doesn't invert the normal for backfacing polys;
on the other hand for flat shaded tangent type it is inverted too soon.
This fix does a brute force correction by checking the backfacing flag.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D2181
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r-- | intern/cycles/kernel/shaders/node_normal_map.osl | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/intern/cycles/kernel/shaders/node_normal_map.osl b/intern/cycles/kernel/shaders/node_normal_map.osl index f95e9fcfe3c..41bcac4fb10 100644 --- a/intern/cycles/kernel/shaders/node_normal_map.osl +++ b/intern/cycles/kernel/shaders/node_normal_map.osl @@ -26,6 +26,7 @@ shader node_normal_map( output normal Normal = NormalIn) { color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5); + int is_backfacing = backfacing(); if (space == "tangent") { vector tangent; @@ -34,9 +35,15 @@ shader node_normal_map( float is_smooth; getattribute("geom:is_smooth", is_smooth); - if (!is_smooth) + if (!is_smooth) { ninterp = normalize(transform("world", "object", Ng)); + /* the normal is already inverted, which is too soon for the math here */ + if (is_backfacing) { + ninterp = -ninterp; + } + } + // get _unnormalized_ interpolated normal and tangent if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) && @@ -73,7 +80,12 @@ shader node_normal_map( Normal = normalize(vector(mcolor)); } - + + /* invert normal for backfacing polygons */ + if (is_backfacing) { + Normal = -Normal; + } + if (Strength != 1.0) Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0)); } |