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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-20 04:01:07 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-23 14:49:35 +0300
commitb129ea843a7332ddd96554a8c59be379dabf2210 (patch)
tree8555be190fb59f9eab84b2de2c5a89731e349a0d /intern/cycles/kernel/svm
parent4a5ee1a5a2adc8032cf710357081d3a1e3fcad95 (diff)
Cycles: change material output displacement to vector.
Previously only scalar displacement along the normal was supported, now displacement can go in any direction. For backwards compatibility, a Displacement node will be automatically inserted in existing files. This will make it possible to support vector displacement maps in the future. It's already possible to use them to some extent, but requires a manual shader node setup. For tangent space maps the right tangent may also not be available yet, depends on the map. Differential Revision: https://developer.blender.org/D3015
Diffstat (limited to 'intern/cycles/kernel/svm')
-rw-r--r--intern/cycles/kernel/svm/svm_displace.h10
1 files changed, 1 insertions, 9 deletions
diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h
index 1ac2c8fd52e..3066a364684 100644
--- a/intern/cycles/kernel/svm/svm_displace.h
+++ b/intern/cycles/kernel/svm/svm_displace.h
@@ -83,15 +83,7 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
ccl_device void svm_node_set_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint fac_offset)
{
- float d = stack_load_float(stack, fac_offset);
-
- float3 dP = sd->N;
- object_inverse_normal_transform(kg, sd, &dP);
-
- dP *= d*0.1f; /* todo: get rid of this factor */
-
- object_dir_transform(kg, sd, &dP);
-
+ float3 dP = stack_load_float3(stack, fac_offset);
sd->P += dP;
}