Fix wrong shadow terminator geometry offset for instances
Must take into account SD_OBJECT_TRANSFORM_APPLIED to determine if the normal was already in world space. Differential Revision: https://developer.blender.org/D13639
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@@ -148,7 +148,9 @@ ccl_device_inline float3 shadow_ray_smooth_surface_offset(
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float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */
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float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */
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object_normal_transform(kg, sd, &n); /* Normal x scale, world space */
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_normal_transform(kg, sd, &n); /* Normal x scale, world space */
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}
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/* Parabolic approximation */
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float a = dot(N[2] - N[0], V[0] - V[2]);
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