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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-07-14 12:11:23 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-07-14 12:26:20 +0300 |
commit | 56c9c1ab43b563246e7ecb925d8c34f6ffa85395 (patch) | |
tree | 36ca4b0635652eaf13df106275aa2a7b1d16dcde | |
parent | 3637cbbcf8d1b65318aabc11f72e9241b6992812 (diff) |
Cycles: Fix wrong size of sobol texture
After reformulation of SSS indirect rays it became possible to
try accessing dimension higher than was pre-calculated on scene
preparation.
This is because we're traversing rays backwards, which means we
are using higher dimensions first now.
-rw-r--r-- | intern/cycles/render/integrator.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp index 2a10eb474a4..63914e57319 100644 --- a/intern/cycles/render/integrator.cpp +++ b/intern/cycles/render/integrator.cpp @@ -176,7 +176,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene max_samples = max(max_samples, volume_samples); } - max_samples *= (max_bounce + transparent_max_bounce + 3); + max_samples *= (max_bounce + transparent_max_bounce + 3 + BSSRDF_MAX_HITS); int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM; dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); |