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authorPatrick Mours <pmours@nvidia.com>2020-03-25 20:30:39 +0300
committerPatrick Mours <pmours@nvidia.com>2020-03-26 15:00:09 +0300
commitbd2b1a67a7b9444cc0dbabe0f46e5a512c3eb7e5 (patch)
tree45e2da262a20f6000358cb50b1813d17db74d385 /build_files
parent08b9b95147a983af492f0f9db948b680590b448d (diff)
Fix T74939: Random Walk subsurface appearance in OptiX does not match other engines
Random Walk subsurface scattering did look different with OptiX because transmittance is calculated based on the hit distance, but the OptiX implementation of `scene_intersect_local` would return the distance in world space, while the Cycles BVH version returns it in object space. This fixes the problem by simply skipping the object->world transforms in all the places using the result of `scene_intersect_local` with OptiX. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7232
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