Fix T49187: inconsistent Normal Map node output for backfacing polygons.

There basically are two issues here: in smooth mode (and all non-tangent
normal map types) it doesn't invert the normal for backfacing polys;
on the other hand for flat shaded tangent type it is inverted too soon.

This fix does a brute force correction by checking the backfacing flag.

Reviewers: #cycles, brecht

Reviewed By: #cycles, brecht

Differential Revision: https://developer.blender.org/D2181
This commit is contained in:
Alexander Gavrilov
2016-08-30 12:48:59 +03:00
parent 3a0c0c1b54
commit c376878e54
2 changed files with 26 additions and 2 deletions

View File

@@ -277,6 +277,7 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
float3 color = stack_load_float3(stack, color_offset);
color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
bool is_backfacing = (ccl_fetch(sd, flag) & SD_BACKFACING) != 0;
float3 N;
if(space == NODE_NORMAL_MAP_TANGENT) {
@@ -306,6 +307,12 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
}
else {
normal = ccl_fetch(sd, Ng);
/* the normal is already inverted, which is too soon for the math here */
if(is_backfacing) {
normal = -normal;
}
object_inverse_normal_transform(kg, sd, &normal);
}
@@ -332,6 +339,11 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
N = safe_normalize(N);
}
/* invert normal for backfacing polygons */
if(is_backfacing) {
N = -N;
}
float strength = stack_load_float(stack, strength_offset);
if(strength != 1.0f) {