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authorThomas Dinges <blender@dingto.org>2013-08-30 22:04:23 +0400
committerThomas Dinges <blender@dingto.org>2013-08-30 22:04:23 +0400
commit499bec2a85f892f170ab46c97a0f268ee5acdc0a (patch)
tree11554d2b4a8825bd2651e5e710bee70742a143e0 /intern
parenta51f8e4353d908af660b746a23bc27e3dce1d89a (diff)
Fix for [#36610] The new sky model produces strange results
* Clamp theta sky coordinates, to prevent a negative solarElevation. Note: This means that you cannot get absolute night with the new model, but this is not supported anyway. So when you reach the maximum sunset, use the World Strength to further decrease the light.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/nodes.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 676b628f458..a9c17c8bcd5 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -464,6 +464,9 @@ static void sky_texture_precompute_new(SunSky *sunsky, float3 dir, float turbidi
float2 spherical = sky_spherical_coordinates(dir);
float theta = spherical.x;
float phi = spherical.y;
+
+ /* Clamp to Horizon */
+ theta = clamp(theta, 0.0f, M_PI_2_F);
sunsky->theta = theta;
sunsky->phi = phi;