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authorMai Lavelle <mai.lavelle@gmail.com>2016-08-14 18:44:25 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2016-09-02 05:45:49 +0300
commite7ea1ae78c84904864c17248b1b22b1e6c11acc9 (patch)
tree58c4396ef99d11be64d3421bdbd049e67d076075 /intern/cycles/render/graph.cpp
parent62aecbdac19aca49270a11cd0d835f22d31cad72 (diff)
Cycles microdisplacement: Improved automatic bump mapping
Object coordinates can now be used in the displacement shader and will give correct results, where as before bump mapping was calculated from the displace positions and resulted in incorrect shading. This works by evaluating the shader in two parts, first bump then surface, and setting the shader state to match what it would be if the surface was undisplaced for the bump shader evaluation. Currently only `P` is set as if undisplaced, but other shader variables could be set as well, such as `I` or `time`. Since these aren't set to anything meaningful for displacement I left them out of this patch, we can decide what to do with them separately. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2156
Diffstat (limited to 'intern/cycles/render/graph.cpp')
-rw-r--r--intern/cycles/render/graph.cpp23
1 files changed, 2 insertions, 21 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 6e795ef896a..57256ceecd3 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -856,27 +856,8 @@ void ShaderGraph::bump_from_displacement()
/* connect the bump out to the set normal in: */
connect(bump->output("Normal"), set_normal->input("Direction"));
- /* connect bump output to normal input nodes that aren't set yet. actually
- * this will only set the normal input to the geometry node that we created
- * and connected to all other normal inputs already. */
- foreach(ShaderNode *node, nodes) {
- /* Don't connect normal to the bump node we're coming from,
- * otherwise it'll be a cycle in graph.
- */
- if(node == bump) {
- continue;
- }
- foreach(ShaderInput *input, node->inputs) {
- if(!input->link && (input->flags() & SocketType::LINK_NORMAL))
- connect(set_normal->output("Normal"), input);
- }
- }
-
- /* for displacement bump, clear the normal input in case the above loop
- * connected the setnormal out to the bump normalin */
- ShaderInput *bump_normal_in = bump->input("Normal");
- if(bump_normal_in)
- bump_normal_in->link = NULL;
+ /* connect to output node */
+ connect(set_normal->output("Normal"), output()->input("Normal"));
/* finally, add the copied nodes to the graph. we can't do this earlier
* because we would create dependency cycles in the above loop */