Fix #33815: blender internal crash rendering material pass with strands.
Patch from Sergey with modifications.
This commit is contained in:
@@ -4148,8 +4148,17 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
|
||||
}
|
||||
if (addpassflag & SCE_PASS_INDEXMA) {
|
||||
ObjectRen *obr = R.objectinstance[zrow[totface-1].obi].obr;
|
||||
VlakRen *vr = obr->vlaknodes->vlak;
|
||||
Material *mat = vr->mat;
|
||||
Material *mat = NULL;
|
||||
|
||||
if (zrow[totface-1].segment == -1) {
|
||||
if (obr->vlaknodes)
|
||||
mat = obr->vlaknodes->vlak->mat;
|
||||
}
|
||||
else {
|
||||
if (obr->strandbuf)
|
||||
mat = obr->strandbuf->ma;
|
||||
}
|
||||
|
||||
if (mat) {
|
||||
for (a= 0; a<totfullsample; a++)
|
||||
add_transp_material_index(rlpp[a], od, mat);
|
||||
|
||||
Reference in New Issue
Block a user