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.
This commit is contained in:
Brecht Van Lommel
2012-10-10 13:02:20 +00:00
parent b4671d67ed
commit f0a9b66469
21 changed files with 198 additions and 18 deletions

View File

@@ -468,6 +468,12 @@ void ShaderGraph::default_inputs(bool do_osl)
connect(geom->output("Position"), input);
}
else if(input->default_value == ShaderInput::TANGENT) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Tangent"), input);
}
}
}
}