diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-14 23:56:32 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-20 20:38:08 +0300 |
commit | 095a01a73a35d3af57573fc724d381bcca019f54 (patch) | |
tree | 3f22c746d1e9ae75365ade400ca08e0ae255788e /intern/cycles/kernel/kernel_path_branched.h | |
parent | b3afc8917cdeaa98ebfa3f2aa17e8c5a69fdb1e3 (diff) |
Cycles: slightly improve BSDF sample stratification for path tracing.
Similar to what we did for area lights previously, this should help
preserve stratification when using multiple BSDFs in theory. Improvements
are not easily noticeable in practice though, because the number of BSDFs
is usually low. Still nice to eliminate one sampling dimension.
Diffstat (limited to 'intern/cycles/kernel/kernel_path_branched.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path_branched.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h index e525e008945..010988d2a02 100644 --- a/intern/cycles/kernel/kernel_path_branched.h +++ b/intern/cycles/kernel/kernel_path_branched.h @@ -339,7 +339,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg, /* scatter sample. if we use distance sampling and take just one * sample for direct and indirect light, we could share this * computation, but makes code a bit complex */ - float rphase = path_state_rng_1D(kg, &ps, PRNG_PHASE); + float rphase = path_state_rng_1D(kg, &ps, PRNG_PHASE_CHANNEL); float rscatter = path_state_rng_1D(kg, &ps, PRNG_SCATTER_DISTANCE); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, @@ -439,7 +439,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg, /* Setup and evaluate shader. */ shader_setup_from_ray(kg, &sd, &isect, &ray); - shader_eval_surface(kg, &sd, &state, 0.0f, state.flag); + shader_eval_surface(kg, &sd, &state, state.flag); shader_merge_closures(&sd); /* Apply shadow catcher, holdout, emission. */ |