forked from bartvdbraak/blender
Merge branch 'blender-v2.91-release'
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commit
5d13cb5c2a
@ -2791,7 +2791,7 @@ void PrincipledBsdfNode::expand(ShaderGraph *graph)
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ShaderInput *emission_strength_in = input("Emission Strength");
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if ((emission_in->link || emission != make_float3(0.0f, 0.0f, 0.0f)) &&
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(emission_strength_in->link || emission_strength != 0.0f)) {
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/* Create add closure and emission. */
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/* Create add closure and emission, and relink inputs. */
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AddClosureNode *add = graph->create_node<AddClosureNode>();
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EmissionNode *emission_node = graph->create_node<EmissionNode>();
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ShaderOutput *new_out = add->output("Closure");
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@ -2807,6 +2807,16 @@ void PrincipledBsdfNode::expand(ShaderGraph *graph)
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principled_out = new_out;
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}
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else {
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/* Disconnect unused links if the other value is zero, required before
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* we remove the input from the node entirely. */
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if (emission_in->link) {
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emission_in->disconnect();
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}
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if (emission_strength_in->link) {
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emission_strength_in->disconnect();
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}
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}
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ShaderInput *alpha_in = input("Alpha");
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if (alpha_in->link || alpha != 1.0f) {
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@ -2824,6 +2834,7 @@ void PrincipledBsdfNode::expand(ShaderGraph *graph)
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}
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remove_input(emission_in);
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remove_input(emission_strength_in);
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remove_input(alpha_in);
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}
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@ -285,6 +285,10 @@ void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
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vector<int3> vertices_is;
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vector<QuadData> quads;
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/* make sure we only have leaf nodes in the tree, as tiles are not handled by
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* this algorithm */
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topology_grid->tree().voxelizeActiveTiles();
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generate_vertices_and_quads(vertices_is, quads);
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convert_object_space(vertices_is, vertices, face_overlap_avoidance);
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