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authorSergey Sharybin <sergey.vfx@gmail.com>2017-08-11 10:33:18 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-08-11 14:49:50 +0300
commitbd069a89aa3a2d166bc7cb4746a2b757497fdddc (patch)
treea16dad6a4c54b6ec2925758448109c0bccc2dae9 /intern/cycles/kernel/kernel_path.h
parent59a52fef6cebac25a296a9c8cc76017bf471f7ee (diff)
Fix T52229: Shadow Catcher artifacts when under transparency
Added some extra tirckery to avoid background being tinted dark with transparent surface. Maybe a bit hacky, but seems to work fine.
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h15
1 files changed, 10 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index 21564e81b7a..92b31d46697 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -320,8 +320,12 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
#endif /* __BRANCHED_PATH__ */
#ifdef __SHADOW_TRICKS__
- if(!(sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
- state->flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
+ if(!(sd->object_flag & SD_OBJECT_SHADOW_CATCHER) &&
+ (state->flag & PATH_RAY_SHADOW_CATCHER))
+ {
+ /* Only update transparency after shadow catcher bounce. */
+ L->shadow_transparency *=
+ average(shader_bsdf_transparency(kg, sd));
}
#endif /* __SHADOW_TRICKS__ */
@@ -647,7 +651,6 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
if(state.flag & PATH_RAY_CAMERA) {
state.flag |= (PATH_RAY_SHADOW_CATCHER |
- PATH_RAY_SHADOW_CATCHER_ONLY |
PATH_RAY_STORE_SHADOW_INFO);
if(!kernel_data.background.transparent) {
L->shadow_background_color =
@@ -657,8 +660,10 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
L->shadow_throughput = average(throughput);
}
}
- else {
- state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
+ else if(state.flag & PATH_RAY_SHADOW_CATCHER) {
+ /* Only update transparency after shadow catcher bounce. */
+ L->shadow_transparency *=
+ average(shader_bsdf_transparency(kg, &sd));
}
#endif /* __SHADOW_TRICKS__ */