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authorLukas Tönne <lukas.toenne@gmail.com>2017-08-03 22:27:33 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2017-08-03 22:27:33 +0300
commit9feec51214d811537f7fb9fe0af579117ee007f7 (patch)
treef26dbb36e074751dae69c74b55daa1dc93a87bcd /source/blender/draw/engines/eevee/eevee_materials.c
parente34ba9fb7a91ef9be9109eaae5242cd4b3d7a22c (diff)
Subdivision of hair fibers for smoother shading.
Subdivision works on the parent strands for efficiency. The fibers lengths are based on the final subdivided length of parents, so no changes to the shader are required. This would be nicer with a tesselation shader, but this feature is not available in Blender 2.8.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index a50b5b62e62..9772666d3ae 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1136,7 +1136,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
use_fibers = true;
copy_m4_m4(mat, ob->obmat);
- hair_geom = DRW_cache_editstrands_get_hair_fibers(edit, true, &fiber_buffer);
+ hair_geom = DRW_cache_editstrands_get_hair_fibers(edit, true, tsettings->hair_draw_subdiv, &fiber_buffer);
if (!edit->texture) {
edit->texture = DRW_texture_create_2D(fiber_buffer->width, fiber_buffer->height,