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-rw-r--r--intern/cycles/blender/blender_object.cpp2
-rw-r--r--intern/cycles/render/session.cpp9
2 files changed, 7 insertions, 4 deletions
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp
index a05c982b367..62db5d705e0 100644
--- a/intern/cycles/blender/blender_object.cpp
+++ b/intern/cycles/blender/blender_object.cpp
@@ -419,7 +419,7 @@ Object *BlenderSync::sync_object(BL::Object& b_parent,
uint motion_steps;
- if(scene->need_motion() == Scene::MOTION_BLUR) {
+ if(need_motion == Scene::MOTION_BLUR) {
motion_steps = object_motion_steps(b_parent, b_ob);
mesh->motion_steps = motion_steps;
if(motion_steps && object_use_deform_motion(b_parent, b_ob)) {
diff --git a/intern/cycles/render/session.cpp b/intern/cycles/render/session.cpp
index ac69251c908..69969987352 100644
--- a/intern/cycles/render/session.cpp
+++ b/intern/cycles/render/session.cpp
@@ -666,16 +666,19 @@ DeviceRequestedFeatures Session::get_requested_device_features()
/* This features are not being tweaked as often as shaders,
* so could be done selective magic for the viewport as well.
*/
+ bool use_motion = scene->need_motion() == Scene::MotionType::MOTION_BLUR;
requested_features.use_hair = false;
requested_features.use_object_motion = false;
- requested_features.use_camera_motion = scene->camera->use_motion();
+ requested_features.use_camera_motion = use_motion && scene->camera->use_motion();
foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh;
if(mesh->num_curves()) {
requested_features.use_hair = true;
}
- requested_features.use_object_motion |= object->use_motion() | mesh->use_motion_blur;
- requested_features.use_camera_motion |= mesh->use_motion_blur;
+ if (use_motion) {
+ requested_features.use_object_motion |= object->use_motion() | mesh->use_motion_blur;
+ requested_features.use_camera_motion |= mesh->use_motion_blur;
+ }
#ifdef WITH_OPENSUBDIV
if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
requested_features.use_patch_evaluation = true;