Cycles: invert mist pass so that 0 is nearby and 1 is far away. This is the
opposite of Blender Internal but it makes more sense I think.
This commit is contained in:
@@ -154,7 +154,7 @@ __device_inline void kernel_write_light_passes(KernelGlobals *kg, __global float
|
||||
kernel_write_pass_float4(buffer + kernel_data.film.pass_shadow, sample, shadow);
|
||||
}
|
||||
if(flag & PASS_MIST)
|
||||
kernel_write_pass_float(buffer + kernel_data.film.pass_mist, sample, L->mist);
|
||||
kernel_write_pass_float(buffer + kernel_data.film.pass_mist, sample, 1.0f - L->mist);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user