Fix random walk SSS issues with different base and subsurface color.
Burley SSS uses a bit of strange thing where the albedo and closure weight are different, which makes the subsurface color act a bit like a subsurface radius indirectly by the way the Burley SSS profile works. This can't work for random walk SSS though, and it's not clear to me that this is actually a good idea since it's really the subsurface radius that is supposed to control this. For now I'll leave Burley SSS working the same to not break backwards compatibility.
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@@ -63,7 +63,7 @@ shader node_principled_bsdf(
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BSDF = mixed_ss_base_color * bssrdf("principled", Normal, Subsurface * SubsurfaceRadius, SubsurfaceColor, "roughness", Roughness);
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}
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else {
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BSDF = mixed_ss_base_color * bssrdf("principled_random_walk", Normal, Subsurface * SubsurfaceRadius, SubsurfaceColor, "roughness", Roughness);
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BSDF = mixed_ss_base_color * bssrdf("principled_random_walk", Normal, Subsurface * SubsurfaceRadius, mixed_ss_base_color, "roughness", Roughness);
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}
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}
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else {
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