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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-05-08 17:23:13 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-05-08 17:23:13 +0400
commit3e763d7e4dbbc4acb3deb7afb95e936ce950ebb5 (patch)
tree9e14267999906ae1fd99e27b7b9b9b8ddf87552b /intern/cycles/kernel
parent28617bd7106b918bfd40305fdd709f3e73649d9c (diff)
Fix #35246: cycles has no simple way to combine bump and normal mapping. Now
the Bump node has a Normal input, so you can chain it after a Normal Map node. Note that normal mapping always has to be done first because it is tied to the particular mesh surface and tangents.
Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r--intern/cycles/kernel/shaders/node_bump.osl4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/shaders/node_bump.osl b/intern/cycles/kernel/shaders/node_bump.osl
index 24db1b24458..27770beb776 100644
--- a/intern/cycles/kernel/shaders/node_bump.osl
+++ b/intern/cycles/kernel/shaders/node_bump.osl
@@ -27,7 +27,7 @@ surface node_bump(
float SampleCenter = 0.0,
float SampleX = 0.0,
float SampleY = 0.0,
- output normal Normal = N)
+ output normal NormalOut = N)
{
/* get surface tangents from normal */
vector dPdx = Dx(P);
@@ -44,6 +44,6 @@ surface node_bump(
float absdet = fabs(det);
/* compute and output perturbed normal */
- Normal = normalize(absdet * NormalIn - sign(det) * surfgrad);
+ NormalOut = normalize(absdet * NormalIn - sign(det) * surfgrad);
}