diff options
author | Mikhail Matrosov <ktdfly> | 2021-06-28 14:54:18 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-06-28 15:05:22 +0300 |
commit | 9c6a382f9540c8e334a16b7740b5ba6bb294fca9 (patch) | |
tree | f8b4d0f1c557e7ef70c0f417fd22d9abf1912f74 /intern/cycles/kernel/geom | |
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/geom')
-rw-r--r-- | intern/cycles/kernel/geom/geom_triangle.h | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h index ebc5abc017a..0a9460aa166 100644 --- a/intern/cycles/kernel/geom/geom_triangle.h +++ b/intern/cycles/kernel/geom/geom_triangle.h @@ -75,6 +75,19 @@ ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3 P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); } +/* Triangle vertex locations and vertex normals */ + +ccl_device_inline void triangle_vertices_and_normals(KernelGlobals *kg, int prim, float3 P[3], float3 N[3]) +{ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + P[0] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + P[1] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); + N[0] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x)); + N[1] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y)); + N[2] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z)); +} + /* Interpolate smooth vertex normal from vertices */ ccl_device_inline float3 |