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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-10 19:56:43 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-10 19:56:43 +0400
commitfe09b24e86e340e733f91c8ed9fcc7b8519157f4 (patch)
treedfe21334e003d8e73ea993d5fcac54c19facd987 /intern/cycles/kernel/svm/bsdf_ward.h
parente9a61cd29db61513dedeb4d656e7dadff7439b1a (diff)
Cycles: per-BSDF normal input and new Bump node.
Each BSDF node now has a Normal input, which can be used to set a custom normal for the BSDF, for example if you want to have only bump on one of the layers in a multilayer material. The Bump node can be used to generate a normal from a scalar value, the same as what happens when you connect a scalar value to the displacement output. Documentation has been updated with the latest changes: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes Patch by Agustin Benavidez, some implementation tweaks by me.
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_ward.h')
-rw-r--r--intern/cycles/kernel/svm/bsdf_ward.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_ward.h b/intern/cycles/kernel/svm/bsdf_ward.h
index 56b8ad72c89..3c08a3d54d3 100644
--- a/intern/cycles/kernel/svm/bsdf_ward.h
+++ b/intern/cycles/kernel/svm/bsdf_ward.h
@@ -66,7 +66,7 @@ __device float3 bsdf_ward_eval_reflect(const ShaderData *sd, const ShaderClosure
{
float m_ax = sc->data0;
float m_ay = sc->data1;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float3 m_T = sd->T;
float cosNO = dot(m_N, I);
@@ -108,7 +108,7 @@ __device int bsdf_ward_sample(const ShaderData *sd, const ShaderClosure *sc, flo
{
float m_ax = sc->data0;
float m_ay = sc->data1;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float3 m_T = sd->T;
float cosNO = dot(m_N, sd->I);