diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-03-25 12:48:41 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-03-25 12:53:20 +0300 |
commit | 22dfb506229258e293d7ab32a2c495ce93084e9d (patch) | |
tree | a013671483ff2dfbb17943edcfb9df06e9218743 /intern/cycles/kernel/kernel_emission.h | |
parent | 3cee9d6939c85afd7eabf9fafbcec7859abef9a0 (diff) |
Fix T44128: Ray visibility only enables diffuse if glossy is also enabled
Issue was caused by accident in c8a9a56 which not only disabled glossy
reflection if Glossy visibility is disabled, but also Diffuse reflection.
Quite safe and should go to final release branch.
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r-- | intern/cycles/kernel/kernel_emission.h | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h index 7523105607f..d3cbc5cff06 100644 --- a/intern/cycles/kernel/kernel_emission.h +++ b/intern/cycles/kernel/kernel_emission.h @@ -188,7 +188,8 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, PathState *st /* use visibility flag to skip lights */ if(ls.shader & SHADER_EXCLUDE_ANY) { if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) || - ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) || + ((ls.shader & SHADER_EXCLUDE_GLOSSY) && + ((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) || ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) || ((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER))) continue; @@ -232,7 +233,8 @@ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, PathState *sta /* use visibility flag to skip lights */ if(shader & SHADER_EXCLUDE_ANY) { if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) || - ((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) || + ((shader & SHADER_EXCLUDE_GLOSSY) && + ((state->flag & (PATH_RAY_GLOSSY|PATH_RAY_REFLECT)) == (PATH_RAY_GLOSSY|PATH_RAY_REFLECT))) || ((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) || ((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) || ((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER))) |