forked from bartvdbraak/blender
Bugfix #8182
Specular render in Blender still had terminator problems... only the diffuse part got "phong correction" applied. I didn't fix this before to not change rendering results just before the release. Now there's time I hope? Render results should only differ minimal, and only visible for low spec hardness values (like 1 or 2)
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@ -1379,6 +1379,8 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
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}
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/* specularity */
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shadfac[3]*= phongcorr; /* note, shadfac not allowed to be stored nonlocal */
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if(shadfac[3]>0.0f && shi->spec!=0.0f && !(lar->mode & LA_NO_SPEC) && !(lar->mode & LA_ONLYSHADOW)) {
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if(!(passflag & (SCE_PASS_COMBINED|SCE_PASS_SPEC)));
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