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author | Clément Foucault <foucault.clem@gmail.com> | 2019-02-11 16:50:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-02-11 16:50:25 +0300 |
commit | 23c14a0bbacf2b7f904905ec94e2d9b1be67f45e (patch) | |
tree | 3ea5b07c00d2355f48b063492006e3d3643d882d /source/blender/draw/engines/eevee/eevee_subsurface.c | |
parent | d07cde8de8ecf388c36115d137b8809ceb07f836 (diff) |
Fix: Eevee SSS not rendering as expected
Remove forcing separate albedo when rendering. It was creating confusion.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_subsurface.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_subsurface.c | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index b58b157df11..15029890d33 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -76,11 +76,6 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) effects->sss_separate_albedo = (scene_eval->eevee.flag & SCE_EEVEE_SSS_SEPARATE_ALBEDO) != 0; common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold; - /* Force separate albedo for final render */ - if (DRW_state_is_image_render()) { - effects->sss_separate_albedo = true; - } - /* Shaders */ if (!e_data.sss_sh[0]) { eevee_create_shader_subsurface(); |