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authorPascal Schoen <pascal.schoen@adidas-group.com>2017-05-18 14:15:32 +0300
committerPascal Schoen <pascal.schoen@adidas-group.com>2017-05-18 14:18:19 +0300
commit32c9d2322ccbf1bcfbe8a320d1e334d5e5d63d7b (patch)
treedf34c1918df8eeb7637661d84b648040b97ae378 /source/blender/nodes
parent208462e424d319b3590d0b09cacf0b3807239972 (diff)
Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected
Renamed the "Transparency" input of the Principled BSDF to "Transmission" and "Refraction Roughness" to "Transmission Roughness".
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index 8b0bfa36324..44288db182a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -45,8 +45,8 @@ static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
{ SOCK_FLOAT, 1, N_("Clearcoat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Clearcoat Gloss"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
- { SOCK_FLOAT, 1, N_("Transparency"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("Refraction Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Transmission"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Transmission Roughness"),0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("Clearcoat Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
@@ -86,7 +86,7 @@ static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
int distribution = node->custom1;
for (sock = node->inputs.first; sock; sock = sock->next) {
- if (STREQ(sock->name, "Refraction Roughness")) {
+ if (STREQ(sock->name, "Transmission Roughness")) {
if (distribution == SHD_GLOSSY_GGX)
sock->flag &= ~SOCK_UNAVAIL;
else