diff options
author | Alexander Gavrilov <angavrilov@gmail.com> | 2016-08-30 12:48:59 +0300 |
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committer | Alexander Gavrilov <angavrilov@gmail.com> | 2016-08-30 12:48:59 +0300 |
commit | c376878e5421f4b53ef812f77ab9127effea4505 (patch) | |
tree | 3309e80aa4b696cce86a403d3d3246f463e35e17 /intern/cycles/kernel/svm/svm_tex_coord.h | |
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/svm/svm_tex_coord.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_tex_coord.h | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_tex_coord.h b/intern/cycles/kernel/svm/svm_tex_coord.h index 01dede3fff5..6ea2539c543 100644 --- a/intern/cycles/kernel/svm/svm_tex_coord.h +++ b/intern/cycles/kernel/svm/svm_tex_coord.h @@ -277,6 +277,7 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st float3 color = stack_load_float3(stack, color_offset); color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f); + bool is_backfacing = (ccl_fetch(sd, flag) & SD_BACKFACING) != 0; float3 N; if(space == NODE_NORMAL_MAP_TANGENT) { @@ -306,6 +307,12 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st } else { normal = ccl_fetch(sd, Ng); + + /* the normal is already inverted, which is too soon for the math here */ + if(is_backfacing) { + normal = -normal; + } + object_inverse_normal_transform(kg, sd, &normal); } @@ -332,6 +339,11 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st N = safe_normalize(N); } + /* invert normal for backfacing polygons */ + if(is_backfacing) { + N = -N; + } + float strength = stack_load_float(stack, strength_offset); if(strength != 1.0f) { |