Cycles: Fix bump mapping to use object space when used with true displacement
Bump mapping was happening in world space while displacement happens in object space, causing shading errors when displacement type was used with bump mapping. To fix this the proper transforms are added to bump nodes. This is only done for automatic bump mapping however, to avoid visual changes from other uses of bump mapping. It would be nice to do this for all bump mapping to be consistent but that will have to wait till we can break compatibility. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2191
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@@ -21,6 +21,7 @@
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surface node_bump(
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int invert = 0,
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int use_object_space = 0,
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normal NormalIn = N,
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float Strength = 0.1,
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float Distance = 1.0,
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@@ -29,12 +30,20 @@ surface node_bump(
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float SampleY = 0.0,
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output normal NormalOut = N)
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{
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/* get surface tangents from normal */
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vector dPdx = Dx(P);
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vector dPdy = Dy(P);
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point Ptmp = P;
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normal Normal = NormalIn;
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vector Rx = cross(dPdy, NormalIn);
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vector Ry = cross(NormalIn, dPdx);
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if (use_object_space) {
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Ptmp = transform("object", Ptmp);
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Normal = normalize(transform("object", Normal));
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}
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/* get surface tangents from normal */
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vector dPdx = Dx(Ptmp);
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vector dPdy = Dy(Ptmp);
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vector Rx = cross(dPdy, Normal);
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vector Ry = cross(Normal, dPdx);
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/* compute surface gradient and determinant */
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float det = dot(dPdx, Rx);
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@@ -49,7 +58,11 @@ surface node_bump(
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dist *= -1.0;
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/* compute and output perturbed normal */
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NormalOut = normalize(absdet * NormalIn - dist * sign(det) * surfgrad);
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NormalOut = normalize(strength * NormalOut + (1.0 - strength) * NormalIn);
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NormalOut = normalize(absdet * Normal - dist * sign(det) * surfgrad);
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NormalOut = normalize(strength * NormalOut + (1.0 - strength) * Normal);
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if (use_object_space) {
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NormalOut = normalize(transform("object", "world", NormalOut));
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}
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}
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