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authorBrecht Van Lommel <brecht@blender.org>2020-06-04 16:12:31 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-06-22 14:28:01 +0300
commitc7d940278b16bb357a848f176d070e1784ccdde2 (patch)
tree482217ea60edd87d053814dbfa769b89051d2bdc /intern/cycles/blender/blender_geometry.cpp
parente50f1ddc6540680d2aafc1c76f8339d69350f84a (diff)
Cycles: remove support for rendering hair as triangle and lines
Triangles were very memory intensive. The only reason they were not removed yet is that they gave more accurate results, but there will be an accurate 3D curve primitive added for this. Line rendering was always poor quality since the ends do not match up. To keep CPU and GPU compatibility we just remove them entirely. They could be brought back if an Embree compatible implementation is added, but it's not clear to me that there is a use case for these that we'd consider important. Ref T73778 Reviewers: #cycles Subscribers:
Diffstat (limited to 'intern/cycles/blender/blender_geometry.cpp')
-rw-r--r--intern/cycles/blender/blender_geometry.cpp14
1 files changed, 6 insertions, 8 deletions
diff --git a/intern/cycles/blender/blender_geometry.cpp b/intern/cycles/blender/blender_geometry.cpp
index 7ca35cff961..7d63899cb99 100644
--- a/intern/cycles/blender/blender_geometry.cpp
+++ b/intern/cycles/blender/blender_geometry.cpp
@@ -41,15 +41,11 @@ Geometry *BlenderSync::sync_geometry(BL::Depsgraph &b_depsgraph,
Shader *default_shader = (b_ob.type() == BL::Object::type_VOLUME) ? scene->default_volume :
scene->default_surface;
#ifdef WITH_NEW_OBJECT_TYPES
- Geometry::Type geom_type = ((b_ob.type() == BL::Object::type_HAIR || use_particle_hair) &&
- (scene->curve_system_manager->primitive != CURVE_TRIANGLES)) ?
+ Geometry::Type geom_type = (b_ob.type() == BL::Object::type_HAIR || use_particle_hair) ?
Geometry::HAIR :
Geometry::MESH;
#else
- Geometry::Type geom_type = ((use_particle_hair) &&
- (scene->curve_system_manager->primitive != CURVE_TRIANGLES)) ?
- Geometry::HAIR :
- Geometry::MESH;
+ Geometry::Type geom_type = (use_particle_hair) ? Geometry::HAIR : Geometry::MESH;
#endif
/* Find shader indices. */
@@ -134,7 +130,8 @@ Geometry *BlenderSync::sync_geometry(BL::Depsgraph &b_depsgraph,
#else
if (use_particle_hair) {
#endif
- sync_hair(b_depsgraph, b_ob, geom, used_shaders);
+ Hair *hair = static_cast<Hair *>(geom);
+ sync_hair(b_depsgraph, b_ob, hair, used_shaders);
}
else if (b_ob.type() == BL::Object::type_VOLUME || object_fluid_gas_domain_find(b_ob)) {
Mesh *mesh = static_cast<Mesh *>(geom);
@@ -178,7 +175,8 @@ void BlenderSync::sync_geometry_motion(BL::Depsgraph &b_depsgraph,
#else
if (use_particle_hair) {
#endif
- sync_hair_motion(b_depsgraph, b_ob, geom, motion_step);
+ Hair *hair = static_cast<Hair *>(geom);
+ sync_hair_motion(b_depsgraph, b_ob, hair, motion_step);
}
else if (b_ob.type() == BL::Object::type_VOLUME || object_fluid_gas_domain_find(b_ob)) {
/* No volume motion blur support yet. */