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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-10 17:02:20 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-10 17:02:20 +0400
commitf0a9b664694dacb0388a8e078d46753dc6a36352 (patch)
tree2abf4e68d65708dd36133f1ed83c2b578d34b859 /intern/cycles/render/graph.cpp
parentb4671d67edef053118ae53b12b2672603a8bf9b6 (diff)
Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit dark. More/better BSDF options can be implemented later. Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet to set a custom tangent, that will follow as part of per-bsdf normals patch.
Diffstat (limited to 'intern/cycles/render/graph.cpp')
-rw-r--r--intern/cycles/render/graph.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 62758128a73..c13102e9567 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -468,6 +468,12 @@ void ShaderGraph::default_inputs(bool do_osl)
connect(geom->output("Position"), input);
}
+ else if(input->default_value == ShaderInput::TANGENT) {
+ if(!geom)
+ geom = new GeometryNode();
+
+ connect(geom->output("Tangent"), input);
+ }
}
}
}