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authorAlexander Gavrilov <angavrilov@gmail.com>2016-08-30 12:48:59 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2016-08-30 12:48:59 +0300
commitc376878e5421f4b53ef812f77ab9127effea4505 (patch)
tree3309e80aa4b696cce86a403d3d3246f463e35e17 /intern/cycles/kernel/shaders
parent3a0c0c1b5425cd5b050cb742357da57266c70463 (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.osl16
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));
}