diff options
author | Mikhail Matrosov <ktdfly> | 2021-06-28 14:54:18 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2021-06-28 15:05:22 +0300 |
commit | 9c6a382f9540c8e334a16b7740b5ba6bb294fca9 (patch) | |
tree | f8b4d0f1c557e7ef70c0f417fd22d9abf1912f74 /intern/cycles/kernel/closure/bsdf.h | |
parent | ce25b5812b4ad2f9c6d29bf254374235bc7100f7 (diff) |
Cycles: reduce shadow terminator artifacts
Offset rays from the flat surface to match where they would be for a smooth
surface as specified by the normals. In the shading panel there is now a
Shading Offset (existing option) and Geometry Offset (new).
The Geometry Offset works as follows:
* 0: disabled
* 0.001: only terminated triangles (normal points to the light, geometry
doesn't) are affected
* 0.1 (default): triangles at grazing angles are affected, and the effect
fades out
* 1: all triangles are affected
Limitations:
* The artifact is still visible in some cases, it could be that some quads
require to be treated specifically as quads.
* Inconsistent normals cause artifacts.
* If small objects cast shadows to a big low poly surface, the shadows can
appear to be in a wrong place - because the surface moved slightly above
the geometry. This can be noticed only at grazing angles to light.
* Approximated surfaces of two non-intersecting low-poly objects can overlap
that causes off-the-wall shadows.
Generally, using one or a few levels of subdivision can get rid of artifacts
faster than before.
Differential Revision: https://developer.blender.org/D11065
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf.h')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf.h | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h index 6070fd983f5..6f2f2ebb202 100644 --- a/intern/cycles/kernel/closure/bsdf.h +++ b/intern/cycles/kernel/closure/bsdf.h @@ -462,7 +462,7 @@ ccl_device_inline int bsdf_sample(KernelGlobals *kg, else { /* Shadow terminator offset. */ const float frequency_multiplier = - kernel_tex_fetch(__objects, sd->object).shadow_terminator_offset; + kernel_tex_fetch(__objects, sd->object).shadow_terminator_shading_offset; if (frequency_multiplier > 1.0f) { *eval *= shift_cos_in(dot(*omega_in, sc->N), frequency_multiplier); } @@ -488,12 +488,9 @@ ccl_device_inline const float3 omega_in, float *pdf) { - /* For curves use the smooth normal, particularly for ribbons the geometric - * normal gives too much darkening otherwise. */ - const float3 Ng = (sd->type & PRIMITIVE_ALL_CURVE) ? sd->N : sd->Ng; float3 eval; - if (dot(Ng, omega_in) >= 0.0f) { + if (dot(sd->N, omega_in) >= 0.0f) { switch (sc->type) { case CLOSURE_BSDF_DIFFUSE_ID: case CLOSURE_BSDF_BSSRDF_ID: @@ -589,7 +586,7 @@ ccl_device_inline } /* Shadow terminator offset. */ const float frequency_multiplier = - kernel_tex_fetch(__objects, sd->object).shadow_terminator_offset; + kernel_tex_fetch(__objects, sd->object).shadow_terminator_shading_offset; if (frequency_multiplier > 1.0f) { eval *= shift_cos_in(dot(omega_in, sc->N), frequency_multiplier); } |