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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-18 19:37:05 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-11-08 00:35:12 +0300
commit26f39e6359d1db85509a0ee1077b6d0af122a456 (patch)
tree1919525e00082a698f997dac61c7c8ee9b7f7451 /intern/cycles/kernel/kernel_bake.h
parentf79f38673145c716f9a693084b0bc4c4873e66c1 (diff)
Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same sampling strategy as BSSRDFs, casting rays along the normal and two orthogonal axes, and combining the samples with MIS. The main concern here is that we are introducing raytracing inside shader evaluation, which could be quite bad for GPU performance and stack memory usage. In practice it doesn't seem so bad though. Note that using this feature can easily slow down renders 20%, and that if you care about performance then it's better to use a bevel modifier. Mainly this is useful for baking, and for cases where the mesh topology makes it difficult for the bevel modifier to work well. Differential Revision: https://developer.blender.org/D2803
Diffstat (limited to 'intern/cycles/kernel/kernel_bake.h')
-rw-r--r--intern/cycles/kernel/kernel_bake.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_bake.h b/intern/cycles/kernel/kernel_bake.h
index 5cb32545c6e..73cddeb27f7 100644
--- a/intern/cycles/kernel/kernel_bake.h
+++ b/intern/cycles/kernel/kernel_bake.h
@@ -316,6 +316,13 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
sd.dv.dx = dvdx;
sd.dv.dy = dvdy;
+ /* set RNG state for shaders that use sampling */
+ state.rng_hash = rng_hash;
+ state.rng_offset = 0;
+ state.sample = sample;
+ state.num_samples = num_samples;
+ state.min_ray_pdf = FLT_MAX;
+
/* light passes if we need more than color */
if(pass_filter & ~BAKE_FILTER_COLOR)
compute_light_pass(kg, &sd, &L, rng_hash, pass_filter, sample);