forked from bartvdbraak/blender
Cycles / Object Info Node:
* The random output had a range from -0.5 to 0.5, added an offset of 0.5 to bring it into the 0.0 / 1.0 range, which is in alignment with Shader Node Guidelines. Patch by Agustin Benavidez, thanks!
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@ -164,7 +164,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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float uniform_scale;
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float surface_area = 0.0f;
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float pass_id = ob->pass_id;
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float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF);
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float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF)+0.5f;
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if(transform_uniform_scale(tfm, uniform_scale)) {
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map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
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