[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [12660] trunk/blender/source/blender/ render/intern/source:
Brecht Van Lommel
brechtvanlommel at pandora.be
Fri Nov 23 15:10:05 CET 2007
Revision: 12660
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=12660
Author: blendix
Date: 2007-11-23 15:10:05 +0100 (Fri, 23 Nov 2007)
Log Message:
-----------
Fix for bugs #6709 and #7005:
- SSS not working with negative scale objects.
- Fluids + SSS not always rendering smooth normals correct.
Modified Paths:
--------------
trunk/blender/source/blender/render/intern/source/convertblender.c
trunk/blender/source/blender/render/intern/source/rendercore.c
Modified: trunk/blender/source/blender/render/intern/source/convertblender.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/convertblender.c 2007-11-23 11:07:57 UTC (rev 12659)
+++ trunk/blender/source/blender/render/intern/source/convertblender.c 2007-11-23 14:10:05 UTC (rev 12660)
@@ -1883,9 +1883,10 @@
MTC_Mat4MulVecfl(mat, ver->co);
if(useFluidmeshNormals) {
- xn = mvert->no[0]/ 32767.0;
- yn = mvert->no[1]/ 32767.0;
- zn = mvert->no[2]/ 32767.0;
+ /* normals are inverted in render */
+ xn = -mvert->no[0]/ 32767.0;
+ yn = -mvert->no[1]/ 32767.0;
+ zn = -mvert->no[2]/ 32767.0;
/* transfor to cam space */
ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
Modified: trunk/blender/source/blender/render/intern/source/rendercore.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/rendercore.c 2007-11-23 11:07:57 UTC (rev 12659)
+++ trunk/blender/source/blender/render/intern/source/rendercore.c 2007-11-23 14:10:05 UTC (rev 12660)
@@ -1182,11 +1182,8 @@
shade_input_set_triangle_i(shi, vlr, 0, 1, 2);
/* we don't want flipped normals, they screw up back scattering */
- if(vlr->noflag & R_FLIPPED_NO) {
- shi->facenor[0]= -shi->facenor[0];
- shi->facenor[1]= -shi->facenor[1];
- shi->facenor[2]= -shi->facenor[2];
- }
+ if(vlr->noflag & R_FLIPPED_NO)
+ VecMulf(shi->facenor, -1.0f);
/* center pixel */
x += 0.5f;
@@ -1214,6 +1211,12 @@
shade_input_set_uv(shi);
shade_input_set_normals(shi);
+ /* not a pretty solution, but fixes common cases */
+ if(vlr->ob && vlr->ob->transflag & OB_NEG_SCALE) {
+ VecMulf(shi->vn, -1.0f);
+ VecMulf(shi->vno, -1.0f);
+ }
+
/* if nodetree, use the material that we are currently preprocessing
instead of the node material */
if(shi->mat->nodetree && shi->mat->use_nodes)
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