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fpsunflowerlgritz
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fix: anisotropic_vdf closure should not set IOR (#1870)
The MaterialX team noticed this issue here: AcademySoftwareFoundation/MaterialX#2016 Basically, if you add a medium through the anisotropic_vdf closure, it should not force the ior back to 1.0 as this IOR might have been changed by one of the microfacet closures. The IOR already defaults to 1.0 so cases that do not involve a microfacet closure are not affected. Signed-off-by: Chris Kulla <[email protected]>
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src/testrender/shading.cpp

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@@ -1542,8 +1542,6 @@ process_medium_closure(const OSL::ShaderGlobals& sg, ShadingResult& result,
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result.sigma_t = cw * params.extinction;
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result.sigma_s = params.albedo * result.sigma_t;
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result.medium_g = params.anisotropy;
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result.refraction_ior = 1.0f;
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result.priority = 0; // TODO: should this closure have a priority?
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break;
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}
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case MX_MEDIUM_VDF_ID: {

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