diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-13 19:28:31 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-20 20:38:08 +0300 |
commit | 90d4b823d72922922bb3d0af48ec2f592d210cdd (patch) | |
tree | 4b1a369c372d2223a8083a5abae41adc77dbe605 /intern/cycles/kernel/kernel_path.h | |
parent | 095a01a73a35d3af57573fc724d381bcca019f54 (diff) |
Cycles: use defensive sampling for picking BSDFs and BSSRDFs.
For the first bounce we now give each BSDF or BSSRDF a minimum sample weight,
which helps reduce noise for a typical case where you have a glossy BSDF with
a small weight due to Fresnel, but not necessarily small contribution relative
to a diffuse or transmission BSDF below.
We can probably find a better heuristic that also enables this on further
bounces, for example when looking through a perfect mirror, but I wasn't able
to find a robust one so far.
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path.h | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h index 2df21f1cda3..d43d6374c13 100644 --- a/intern/cycles/kernel/kernel_path.h +++ b/intern/cycles/kernel/kernel_path.h @@ -435,9 +435,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, &isect, ray); shader_eval_surface(kg, sd, state, state->flag); -#ifdef __BRANCHED_PATH__ - shader_merge_closures(sd); -#endif /* __BRANCHED_PATH__ */ + shader_prepare_closures(sd, state); /* Apply shadow catcher, holdout, emission. */ if(!kernel_path_shader_apply(kg, @@ -588,6 +586,7 @@ ccl_device_forceinline void kernel_path_integrate( /* Setup and evaluate shader. */ shader_setup_from_ray(kg, &sd, &isect, ray); shader_eval_surface(kg, &sd, state, state->flag); + shader_prepare_closures(&sd, state); /* Apply shadow catcher, holdout, emission. */ if(!kernel_path_shader_apply(kg, |