diff options
author | Pascal Schoen <pascal.schoen@adidas-group.com> | 2017-05-18 14:15:32 +0300 |
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committer | Pascal Schoen <pascal.schoen@adidas-group.com> | 2017-05-18 14:18:19 +0300 |
commit | 32c9d2322ccbf1bcfbe8a320d1e334d5e5d63d7b (patch) | |
tree | df34c1918df8eeb7637661d84b648040b97ae378 /source/blender | |
parent | 208462e424d319b3590d0b09cacf0b3807239972 (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')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c | 6 |
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 42561d7baaf..5c52b7fd153 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2621,7 +2621,7 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 resu void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular, float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, - float clearcoat_gloss, float ior, float transparency, float refraction_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result) + float clearcoat_gloss, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result) { /* ambient light */ // TODO: set ambient light to an appropriate value 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 |