diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2014-11-11 23:21:56 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2014-11-11 23:21:56 +0300 |
commit | 8c227adb8cf880a13081eac06f4c79c108e7bb5b (patch) | |
tree | 630cd7a2afbe813030dc80b6f5e2433c1bc917c8 /intern/cycles/kernel | |
parent | 2beb940365fe19e9e9028b3438c37df77214d98c (diff) |
Fix T41783: Cycles baking ignores displacement
Create unique flag for output shaders with displacement data and use it
to calculate transformed normal. Implementation suggested by Brecht Van
Lommel.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D890
Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r-- | intern/cycles/kernel/kernel_bake.h | 4 | ||||
-rw-r--r-- | intern/cycles/kernel/kernel_types.h | 15 |
2 files changed, 12 insertions, 7 deletions
diff --git a/intern/cycles/kernel/kernel_bake.h b/intern/cycles/kernel/kernel_bake.h index 96be065f5d8..e80bfb32e89 100644 --- a/intern/cycles/kernel/kernel_bake.h +++ b/intern/cycles/kernel/kernel_bake.h @@ -253,6 +253,10 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input, /* data passes */ case SHADER_EVAL_NORMAL: { + if ((sd.flag & SD_HAS_BUMP)) { + shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN); + } + /* compression: normal = (2 * color) - 1 */ out = sd.N * 0.5f + make_float3(0.5f, 0.5f, 0.5f); break; diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index a7d269a3e54..65297ecb267 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -617,19 +617,20 @@ enum ShaderDataFlag { SD_VOLUME_EQUIANGULAR = (1 << 17), /* use equiangular sampling */ SD_VOLUME_MIS = (1 << 18), /* use multiple importance sampling */ SD_VOLUME_CUBIC = (1 << 19), /* use cubic interpolation for voxels */ + SD_HAS_BUMP = (1 << 20), /* has data connected to the displacement input */ SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME| SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME| SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS| - SD_VOLUME_CUBIC), + SD_VOLUME_CUBIC | SD_HAS_BUMP), /* object flags */ - SD_HOLDOUT_MASK = (1 << 20), /* holdout for camera rays */ - SD_OBJECT_MOTION = (1 << 21), /* has object motion blur */ - SD_TRANSFORM_APPLIED = (1 << 22), /* vertices have transform applied */ - SD_NEGATIVE_SCALE_APPLIED = (1 << 23), /* vertices have negative scale applied */ - SD_OBJECT_HAS_VOLUME = (1 << 24), /* object has a volume shader */ - SD_OBJECT_INTERSECTS_VOLUME = (1 << 25), /* object intersects AABB of an object with volume shader */ + SD_HOLDOUT_MASK = (1 << 21), /* holdout for camera rays */ + SD_OBJECT_MOTION = (1 << 22), /* has object motion blur */ + SD_TRANSFORM_APPLIED = (1 << 23), /* vertices have transform applied */ + SD_NEGATIVE_SCALE_APPLIED = (1 << 24), /* vertices have negative scale applied */ + SD_OBJECT_HAS_VOLUME = (1 << 25), /* object has a volume shader */ + SD_OBJECT_INTERSECTS_VOLUME = (1 << 26), /* object intersects AABB of an object with volume shader */ SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED| SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME| |