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authorSergey Sharybin <sergey.vfx@gmail.com>2015-07-13 16:22:36 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-07-13 16:24:56 +0300
commit686e8e452c2c40839283e66022e84c7be4cef230 (patch)
tree335e63813852af0ce318ee1629544cb6f6c9e376 /intern/cycles/render/object.cpp
parent2d32b92d77bf0c0f5fc3827277d26a26bbbb2580 (diff)
Fix T45390: Cycles experimental displacement method ignores scaling when render
From artists perspective it makes sense to always apply displacement in a local space. TODO: Double-check that BVH is being packed properly. From quick tests seems it's all fine, but might be missing some obvious failure still.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index 4a57ac4dff1..ec85aa8f80b 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -512,7 +512,9 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, u
/* apply transforms for objects with single user meshes */
foreach(Object *object, scene->objects) {
- if(mesh_users[object->mesh] == 1) {
+ if(mesh_users[object->mesh] == 1 &&
+ object->mesh->displacement_method == Mesh::DISPLACE_BUMP)
+ {
if(!(motion_blur && object->use_motion)) {
if(!object->mesh->transform_applied) {
object->apply_transform(apply_to_motion);