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authorThomas Dinges <blender@dingto.org>2012-06-03 01:04:16 +0400
committerThomas Dinges <blender@dingto.org>2012-06-03 01:04:16 +0400
commit298d311bd665a905c2c3095a70a29c07e2fc5506 (patch)
tree36d91940547a4eb4dd6ef99d5b5a13520a4f21d9 /intern/cycles/render/object.cpp
parent64039bdf44c5c920973915e333de2bcd1c861a8d (diff)
Cycles / Object Info Node:
* The random output had a range from -0.5 to 0.5, added an offset of 0.5 to bring it into the 0.0 / 1.0 range, which is in alignment with Shader Node Guidelines. Patch by Agustin Benavidez, thanks!
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index 5c7e48a38eb..ad0bae83c21 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -164,7 +164,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
float uniform_scale;
float surface_area = 0.0f;
float pass_id = ob->pass_id;
- float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF);
+ float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF)+0.5f;
if(transform_uniform_scale(tfm, uniform_scale)) {
map<Mesh*, float>::iterator it = surface_area_map.find(mesh);