Fix principled BSDF incorrectly missing subsurface component with base color black.

This commit is contained in:
Brecht Van Lommel
2017-07-02 18:16:39 +02:00
parent 79f27fc8d3
commit 52b9516e03

View File

@@ -158,7 +158,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
} }
/* diffuse */ /* diffuse */
if(fabsf(average(base_color)) > CLOSURE_WEIGHT_CUTOFF) { if(fabsf(average(mixed_ss_base_color)) > CLOSURE_WEIGHT_CUTOFF) {
if(subsurface < CLOSURE_WEIGHT_CUTOFF && diffuse_weight > CLOSURE_WEIGHT_CUTOFF) { if(subsurface < CLOSURE_WEIGHT_CUTOFF && diffuse_weight > CLOSURE_WEIGHT_CUTOFF) {
float3 diff_weight = weight * base_color * diffuse_weight; float3 diff_weight = weight * base_color * diffuse_weight;