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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-12 23:08:59 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-12 23:08:59 +0300
commitfc99eed5be3f34fca8633b780d3637c2e45a9891 (patch)
treed4e41428d3c3b7c7cd4ec1d9f518f3e75717c8ca /intern/cycles/kernel/shaders
parentb37dff923919623b1ea6dc66f9fe6dfcf8639a45 (diff)
Fix random walk SSS issues with different base and subsurface color.
Burley SSS uses a bit of strange thing where the albedo and closure weight are different, which makes the subsurface color act a bit like a subsurface radius indirectly by the way the Burley SSS profile works. This can't work for random walk SSS though, and it's not clear to me that this is actually a good idea since it's really the subsurface radius that is supposed to control this. For now I'll leave Burley SSS working the same to not break backwards compatibility.
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_principled_bsdf.osl2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/shaders/node_principled_bsdf.osl b/intern/cycles/kernel/shaders/node_principled_bsdf.osl
index fc0a1c894da..6f54ba3a462 100644
--- a/intern/cycles/kernel/shaders/node_principled_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_principled_bsdf.osl
@@ -63,7 +63,7 @@ shader node_principled_bsdf(
BSDF = mixed_ss_base_color * bssrdf("principled", Normal, Subsurface * SubsurfaceRadius, SubsurfaceColor, "roughness", Roughness);
}
else {
- BSDF = mixed_ss_base_color * bssrdf("principled_random_walk", Normal, Subsurface * SubsurfaceRadius, SubsurfaceColor, "roughness", Roughness);
+ BSDF = mixed_ss_base_color * bssrdf("principled_random_walk", Normal, Subsurface * SubsurfaceRadius, mixed_ss_base_color, "roughness", Roughness);
}
}
else {