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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-02-26 19:55:50 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-02-26 19:55:50 +0400
commit1dbd3ae6291349f044c6eaa9b87b8e686f476865 (patch)
treee2bd9345b55ddf89277d1eb6c37d136153649d45 /source/blender/nodes
parent4cfca0adfeeadccf0013aaeb8b34315b2d2a8e33 (diff)
Fix T38831: blender internal enabling shadow pass changes material node diffuse.
It would include/exclude shadow depending on the pass being disabled/enabled, but that should have no influence on the combined render result. Now it always includes shadow.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_material.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c b/source/blender/nodes/shader/nodes/node_shader_material.c
index 820e0f479be..79d66495ad7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_material.c
@@ -186,7 +186,7 @@ static void node_shader_exec_material(void *data, int UNUSED(thread), bNode *nod
if (node->type == SH_NODE_MATERIAL_EXT) {
/* Shadow, Reflect, Refract, Radiosity, Speed seem to cause problems inside
* a node tree :( */
- copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diff);
+ copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diffshad);
copy_v3_v3(out[MAT_OUT_SPEC]->vec, shrnode.spec);
copy_v3_v3(out[MAT_OUT_AO]->vec, shrnode.ao);
}