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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-08-11 20:29:27 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-08-11 20:29:27 +0400 |
commit | 8bed4e6040e0850fc2654b62cfd98d217c91ece0 (patch) | |
tree | ac0e89c96b4e213ddeef4a4638a4c86e8f88539a | |
parent | 3e41c8ad6fd194c567471b39b88fddccc599a946 (diff) |
Fix T41362: CPU and GPU rendering gives different results
We can't really make CPU and GPU results look the same in all possible
circumstances, but here we can make them look close enough to each other
by making it so sobol pattern for bounce number is the smae for both
CPU and GPU.
This makes CPU and GPU render results look the same with low number of
samples, high number of samples was never an issue.
-rw-r--r-- | intern/cycles/kernel/kernel_types.h | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index bd788c6ad4d..f60d813edad 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -223,10 +223,9 @@ enum PathTraceDimension { PRNG_PHASE_V = 9, PRNG_PHASE = 10, PRNG_SCATTER_DISTANCE = 11, - PRNG_BOUNCE_NUM = 12, -#else - PRNG_BOUNCE_NUM = 8, #endif + + PRNG_BOUNCE_NUM = 12, }; enum SamplingPattern { |