Fix cycles issue with mapping node rotation and scale order. When using both
scale and rotation in mapping node, there would be shearing, and the only way to avoid that was to add 2 mapping nodes. This is because to transform the texture, the inverse transform needs to be done on the texture coordinate Now the mapping node has Texture/Point/Vector/Normal types to transform the vector for a particular purpose. Point is the existing behavior, Texture is the new default that behaves more like you might expect.
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@@ -43,6 +43,9 @@ public:
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float3 min, max;
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bool use_minmax;
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enum Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 };
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Type type;
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enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 };
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Mapping x_mapping, y_mapping, z_mapping;
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