Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit dark. More/better BSDF options can be implemented later. Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet to set a custom tangent, that will follow as part of per-bsdf normals patch.
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@@ -468,6 +468,12 @@ void ShaderGraph::default_inputs(bool do_osl)
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connect(geom->output("Position"), input);
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}
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else if(input->default_value == ShaderInput::TANGENT) {
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if(!geom)
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geom = new GeometryNode();
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connect(geom->output("Tangent"), input);
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}
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}
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}
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}
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