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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-07 22:59:23 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-07 22:59:23 +0400
commit58a290234b0719ce48854e2f6744575b353bf7d3 (patch)
tree8891bc5663c9b8e19cdaa2a1d58ec0e39ff3f2f3 /intern/cycles/kernel/kernel_accumulate.h
parentb20a7e01d046b95a79663da1a8072358709a5a8b (diff)
Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission. The Light Path node here is still weak and does not give this info. To make that work we'd need to evaluate the shader multiple times which is slow and we can't detect well enough when it is actually needed.
Diffstat (limited to 'intern/cycles/kernel/kernel_accumulate.h')
-rw-r--r--intern/cycles/kernel/kernel_accumulate.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_accumulate.h b/intern/cycles/kernel/kernel_accumulate.h
index 557990d7220..e6307f23b32 100644
--- a/intern/cycles/kernel/kernel_accumulate.h
+++ b/intern/cycles/kernel/kernel_accumulate.h
@@ -232,12 +232,9 @@ __device_inline void path_radiance_accum_light(PathRadiance *L, float3 throughpu
L->direct_transmission += throughput*bsdf_eval->transmission*shadow;
if(is_lamp) {
- float3 sum = throughput*(bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission);
-
L->shadow.x += shadow.x*shadow_fac;
L->shadow.y += shadow.y*shadow_fac;
L->shadow.z += shadow.z*shadow_fac;
- L->shadow.w += average(sum);
}
}
else {