Fix T40049: cycles baking glossy shader looks faceted.

Use smooth normal instead of flat normal as view direction.
This commit is contained in:
2014-05-06 18:17:00 +02:00
parent 5cee409d42
commit 6dbe732a2f

View File

@@ -42,6 +42,8 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
float rbsdf = path_state_rng_1D(kg, &rng, &state, PRNG_BSDF);
shader_eval_surface(kg, sd, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
/* TODO, disable the closures we won't need */
/* sample ambient occlusion */
if(is_ao) {
kernel_path_ao(kg, sd, &L_sample, &state, &rng, throughput);
@@ -116,8 +118,8 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
/* light passes */
PathRadiance L;
/* TODO, disable the closures we won't need */
shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time, bounce, transparent_bounce);
sd.I = sd.N;
if(is_light_pass(type)) {
RNG rng = cmj_hash(i, 0);