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/kernel_emission.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/kernel_emission.h')
-rw-r--r-- | intern/cycles/kernel/kernel_emission.h | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h index 96ecc624067..aebf2ec8e28 100644 --- a/intern/cycles/kernel/kernel_emission.h +++ b/intern/cycles/kernel/kernel_emission.h @@ -176,8 +176,7 @@ ccl_device_noinline_cpu bool direct_emission(KernelGlobals *kg, if (ls->shader & SHADER_CAST_SHADOW) { /* setup ray */ - bool transmit = (dot(sd->Ng, ls->D) < 0.0f); - ray->P = ray_offset(sd->P, (transmit) ? -sd->Ng : sd->Ng); + ray->P = ray_offset_shadow(kg, sd, ls->D); if (ls->t == FLT_MAX) { /* distant light */ |