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authorBrecht Van Lommel <brecht@blender.org>2021-02-11 20:48:21 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-02-12 17:01:29 +0300
commit9febda912b04559277d465b9610334c04a73d2ce (patch)
treeed64b83783214e4605924de6fd4ab28001a132d5 /source/blender/editors/gpencil
parent9fa6e06287dc49f1fcf2bbfa150c0ff368668fed (diff)
Baking: support vertex color baking of normal material, UV discontinuities
Baking vertex colors per-corner leads to unwanted discontinuities when there is sampling noise, for example in ambient occlusion or with a bevel shader node for normals. For this reason the code used to always average results per-vertex. However when using split normals, multiple materials or UV islands, we do want to preserve discontinuities. So now bake per corner, but make sure the sampling seed is shared for vertices. Fix T85550: vertex color baking crash with split normals, Ref D10399 Fix T84663: vertex color baking blending at UV seams
Diffstat (limited to 'source/blender/editors/gpencil')
0 files changed, 0 insertions, 0 deletions