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authorSergey Sharybin <sergey.vfx@gmail.com>2015-03-25 12:48:41 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-03-25 12:53:20 +0300
commit22dfb506229258e293d7ab32a2c495ce93084e9d (patch)
treea013671483ff2dfbb17943edcfb9df06e9218743
parent3cee9d6939c85afd7eabf9fafbcec7859abef9a0 (diff)
Fix T44128: Ray visibility only enables diffuse if glossy is also enabled
Issue was caused by accident in c8a9a56 which not only disabled glossy reflection if Glossy visibility is disabled, but also Diffuse reflection. Quite safe and should go to final release branch.
-rw-r--r--intern/cycles/kernel/kernel_emission.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index 7523105607f..d3cbc5cff06 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -188,7 +188,8 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, PathState *st
/* use visibility flag to skip lights */
if(ls.shader & SHADER_EXCLUDE_ANY) {
if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
- ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) ||
+ ((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
+ ((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) ||
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
continue;
@@ -232,7 +233,8 @@ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, PathState *sta
/* use visibility flag to skip lights */
if(shader & SHADER_EXCLUDE_ANY) {
if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
- ((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) ||
+ ((shader & SHADER_EXCLUDE_GLOSSY) &&
+ ((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) ||
((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))