diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-02 00:40:38 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-07 18:54:26 +0300 |
commit | fc38276d74e1d451663c70f82e7f54293d24bbe4 (patch) | |
tree | db1e8826e2ea74bab3a0029b4ffb078d38154e36 /intern/cycles/kernel/bvh/bvh.h | |
parent | dc4d850d109f64bc0c56b53b9a50a8e9c70951fa (diff) |
Fix Cycles shadow catcher objects influencing each other.
Since all the shadow catchers are already assumed to be in the footage,
the shadows they cast on each other are already in the footage too. So
don't just let shadow catchers skip self, but all shadow catchers.
Another justification is that it should not matter if the shadow catcher
is modeled as one object or multiple separate objects, the resulting
render should be the same.
Differential Revision: https://developer.blender.org/D2763
Diffstat (limited to 'intern/cycles/kernel/bvh/bvh.h')
-rw-r--r-- | intern/cycles/kernel/bvh/bvh.h | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/intern/cycles/kernel/bvh/bvh.h b/intern/cycles/kernel/bvh/bvh.h index 85741016b25..cf0c8542d69 100644 --- a/intern/cycles/kernel/bvh/bvh.h +++ b/intern/cycles/kernel/bvh/bvh.h @@ -233,7 +233,7 @@ ccl_device_intersect void scene_intersect_subsurface(KernelGlobals *kg, ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, const Ray *ray, Intersection *isect, - int skip_object, + uint visibility, uint max_hits, uint *num_hits) { @@ -244,7 +244,7 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, return bvh_intersect_shadow_all_hair_motion(kg, ray, isect, - skip_object, + visibility, max_hits, num_hits); } @@ -253,7 +253,7 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, return bvh_intersect_shadow_all_motion(kg, ray, isect, - skip_object, + visibility, max_hits, num_hits); } @@ -264,7 +264,7 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, return bvh_intersect_shadow_all_hair(kg, ray, isect, - skip_object, + visibility, max_hits, num_hits); } @@ -275,7 +275,7 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, return bvh_intersect_shadow_all_instancing(kg, ray, isect, - skip_object, + visibility, max_hits, num_hits); } @@ -284,7 +284,7 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, return bvh_intersect_shadow_all(kg, ray, isect, - skip_object, + visibility, max_hits, num_hits); } |