Fix #35246: cycles has no simple way to combine bump and normal mapping. Now

the Bump node has a Normal input, so you can chain it after a Normal Map node.
Note that normal mapping always has to be done first because it is tied to the
particular mesh surface and tangents.
This commit is contained in:
Brecht Van Lommel
2013-05-08 13:23:13 +00:00
parent 28617bd710
commit 3e763d7e4d
4 changed files with 8 additions and 7 deletions

View File

@@ -27,7 +27,7 @@ surface node_bump(
float SampleCenter = 0.0, float SampleCenter = 0.0,
float SampleX = 0.0, float SampleX = 0.0,
float SampleY = 0.0, float SampleY = 0.0,
output normal Normal = N) output normal NormalOut = N)
{ {
/* get surface tangents from normal */ /* get surface tangents from normal */
vector dPdx = Dx(P); vector dPdx = Dx(P);
@@ -44,6 +44,6 @@ surface node_bump(
float absdet = fabs(det); float absdet = fabs(det);
/* compute and output perturbed normal */ /* compute and output perturbed normal */
Normal = normalize(absdet * NormalIn - sign(det) * surfgrad); NormalOut = normalize(absdet * NormalIn - sign(det) * surfgrad);
} }

View File

@@ -668,7 +668,7 @@ void ShaderGraph::bump_from_displacement()
/* for displacement bump, clear the normal input in case the above loop /* for displacement bump, clear the normal input in case the above loop
* connected the setnormal out to the bump normalin */ * connected the setnormal out to the bump normalin */
ShaderInput *bump_normal_in = bump->input("NormalIn"); ShaderInput *bump_normal_in = bump->input("Normal");
if(bump_normal_in) if(bump_normal_in)
bump_normal_in->link = NULL; bump_normal_in->link = NULL;

View File

@@ -3054,7 +3054,7 @@ BumpNode::BumpNode()
add_input("SampleCenter", SHADER_SOCKET_FLOAT); add_input("SampleCenter", SHADER_SOCKET_FLOAT);
add_input("SampleX", SHADER_SOCKET_FLOAT); add_input("SampleX", SHADER_SOCKET_FLOAT);
add_input("SampleY", SHADER_SOCKET_FLOAT); add_input("SampleY", SHADER_SOCKET_FLOAT);
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL); add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
add_input("Strength", SHADER_SOCKET_FLOAT, 0.1f); add_input("Strength", SHADER_SOCKET_FLOAT, 0.1f);
add_output("Normal", SHADER_SOCKET_NORMAL); add_output("Normal", SHADER_SOCKET_NORMAL);
@@ -3065,7 +3065,7 @@ void BumpNode::compile(SVMCompiler& compiler)
ShaderInput *center_in = input("SampleCenter"); ShaderInput *center_in = input("SampleCenter");
ShaderInput *dx_in = input("SampleX"); ShaderInput *dx_in = input("SampleX");
ShaderInput *dy_in = input("SampleY"); ShaderInput *dy_in = input("SampleY");
ShaderInput *normal_in = input("NormalIn"); ShaderInput *normal_in = input("Normal");
ShaderInput *intensity_in = input("Strength"); ShaderInput *intensity_in = input("Strength");
ShaderOutput *normal_out = output("Normal"); ShaderOutput *normal_out = output("Normal");

View File

@@ -36,8 +36,9 @@
/* **************** BUMP ******************** */ /* **************** BUMP ******************** */
static bNodeSocketTemplate sh_node_bump_in[] = { static bNodeSocketTemplate sh_node_bump_in[] = {
{ SOCK_FLOAT, 1, "Strength", 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f}, { SOCK_FLOAT, 1, N_("Strength"), 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
{ SOCK_FLOAT, 1, "Height", 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_FLOAT, 1, N_("Height"), 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" } { -1, 0, "" }
}; };