forked from bartvdbraak/blender
Fix T50718: Regression: Split Normals Render Problem with Cycles
The issue seems to be caused by vertex normal being re-calculated to something else than loop normal, which also caused wrong loop normals after re-calculation. For now issue is solved by preserving CD_NORMAL for loops after split_faces() is finished, so render engine can access original proper value.
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@ -80,7 +80,6 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data,
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}
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else {
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me.split_faces();
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me.calc_normals_split();
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}
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}
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if(subdivision_type == Mesh::SUBDIVISION_NONE) {
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@ -2334,6 +2334,9 @@ static void split_faces_split_edges(Mesh *mesh,
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/* Split faces based on the edge angle.
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* Matches behavior of face splitting in render engines.
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*
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* NOTE: Will leave CD_NORMAL loop data layer which is
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* used by render engines to set shading up.
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*/
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void BKE_mesh_split_faces(Mesh *mesh)
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{
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@ -2377,10 +2380,6 @@ void BKE_mesh_split_faces(Mesh *mesh)
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/* Perform actual split of vertices and adjacent edges. */
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split_faces_split_verts(mesh, num_new_verts, vert_flags);
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split_faces_split_edges(mesh, num_new_edges, edge_flags);
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/* CD_NORMAL is expected to be temporary only, and it's invalid at
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* this point anyway.
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*/
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CustomData_free_layers(&mesh->ldata, CD_NORMAL, mesh->totloop);
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MEM_freeN(vert_flags);
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MEM_freeN(edge_flags);
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#ifdef VALIDATE_MESH
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