Cycles: Fix for wrong optimization of bump node

It can't be simply removed in cases when it's connected to input which is
different from Normal. This is because the input wouldn't be connected to
default Normal geometry input, possibly breaking shading setup.

The fix is not really ideal, but should work at least.

This fixes skin having too much glossy reflection in the file from T46013.
This commit is contained in:
Sergey Sharybin 2015-09-04 20:03:45 +05:00
parent 713ce037ab
commit 83a36b2829
Notes: blender-bot 2023-02-14 10:32:59 +01:00
Referenced by issue #46902, BGE:: Motion Actuator:: The code for Force apparently overwritten with code for LinV
1 changed files with 18 additions and 5 deletions

View File

@ -336,6 +336,8 @@ void ShaderGraph::remove_unneeded_nodes()
vector<bool> removed(num_node_ids, false);
bool any_node_removed = false;
ShaderNode *geom = NULL;
/* find and unlink proxy nodes */
foreach(ShaderNode *node, nodes) {
if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
@ -423,12 +425,19 @@ void ShaderGraph::remove_unneeded_nodes()
BumpNode *bump = static_cast<BumpNode*>(node);
if(bump->outputs[0]->links.size()) {
/* Height input not connected */
/* ToDo: Strength zero? */
if(!bump->inputs[0]->link) {
/* Height inputs is not connected. */
/* TODO(sergey): Ignore bump with zero strength. */
if(bump->inputs[0]->link == NULL) {
vector<ShaderInput*> inputs = bump->outputs[0]->links;
relink(bump->inputs, inputs, NULL);
if(bump->inputs[4]->link == NULL) {
if(geom == NULL) {
geom = new GeometryNode();
}
relink(bump->inputs, inputs, geom->output("Normal"));
}
else {
relink(bump->inputs, inputs, bump->input("Normal")->link);
}
removed[bump->id] = true;
any_node_removed = true;
}
@ -511,6 +520,10 @@ void ShaderGraph::remove_unneeded_nodes()
nodes = newnodes;
}
if(geom != NULL) {
add(geom);
}
}
void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack)