Cycles: Fix shading with autosmooth and custom normals

New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.

Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.

Thanks Bastien for assistance here!
This commit is contained in:
Sergey Sharybin
2017-02-22 10:53:28 +01:00
parent 2c30fd83f1
commit 36c4fc1ea9
6 changed files with 24 additions and 6 deletions

View File

@@ -777,6 +777,15 @@ static void create_mesh(Scene *scene,
int shader = clamp(f->material_index(), 0, used_shaders.size()-1);
bool smooth = f->use_smooth() || use_loop_normals;
if(use_loop_normals) {
BL::Array<float, 12> loop_normals = f->split_normals();
for(int i = 0; i < n; i++) {
N[vi[i]] = make_float3(loop_normals[i * 3],
loop_normals[i * 3 + 1],
loop_normals[i * 3 + 2]);
}
}
/* Create triangles.
*
* NOTE: Autosmooth is already taken care about.

View File

@@ -79,7 +79,7 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data,
me.calc_normals_split();
}
else {
me.split_faces();
me.split_faces(false);
}
}
if(subdivision_type == Mesh::SUBDIVISION_NONE) {