Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorMai Lavelle <mai.lavelle@gmail.com>2016-04-18 23:35:49 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-04-18 23:47:24 +0300
commit3068ea34e414e7af6d20af7ab92c69cbd9a33414 (patch)
treee820479e09c3959219a16e8346c766be3d61f22d /intern/cycles/blender/blender_mesh.cpp
parent71588300d233f795fcf9b0b55ce397b9b81614ff (diff)
Cycles microdisplacement: add max subdivision setting
This is to prevent situations such as when the camera gets very close to a mesh and causes it to be tessellated into an excessive amount of micropolygons. In REYES this is known as the eye-splits problem. Reviewed By: brecht Differential Revision: https://developer.blender.org/D1922
Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index ba0ba7892e8..09e27c2282d 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -661,13 +661,15 @@ static void create_subd_mesh(Scene *scene,
BL::Mesh& b_mesh,
PointerRNA *cmesh,
const vector<uint>& used_shaders,
- float dicing_rate)
+ float dicing_rate,
+ int max_subdivisions)
{
Mesh basemesh;
create_mesh(scene, &basemesh, b_mesh, used_shaders);
SubdParams sdparams(mesh, used_shaders[0], true, false);
sdparams.dicing_rate = max(0.1f, RNA_float_get(cmesh, "dicing_rate") * dicing_rate);
+ sdparams.max_level = max_subdivisions;
scene->camera->update();
sdparams.camera = scene->camera;
@@ -784,7 +786,8 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
if(b_mesh) {
if(render_layer.use_surfaces && !hide_tris) {
if(cmesh.data && experimental && RNA_enum_get(&cmesh, "subdivision_type"))
- create_subd_mesh(scene, mesh, b_ob, b_mesh, &cmesh, used_shaders, dicing_rate);
+ create_subd_mesh(scene, mesh, b_ob, b_mesh, &cmesh, used_shaders,
+ dicing_rate, max_subdivisions);
else
create_mesh(scene, mesh, b_mesh, used_shaders);