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authorPascal Schoen <pascal.schoen@adidas-group.com>2017-05-24 08:34:11 +0300
committerPascal Schoen <pascal.schoen@adidas-group.com>2017-05-24 08:37:02 +0300
commite20a33b89d75897dd7aa5e296abd756ec4b25db3 (patch)
tree0c0a50d84c41e19067217139cccdfdf574cc113d /intern
parent7b25ffb618dd7509d425f7a5891c64d4a3668743 (diff)
Fix T51589: Principled Subsurface Scattering, wrong shadow color
Apply mix of subsurface and base color (wrt subsurface) for rays that have transmitted the surface.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index 0e1aedf2918..4a0bbb25c1d 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -150,6 +150,11 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
* getting lower and lower */
if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) {
subsurface = 0.0f;
+
+ /* need to set the base color in this case such that the
+ * rays get the correctly mixed color after transmitting
+ * the object */
+ base_color = albedo;
}
/* diffuse */