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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_shadow.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_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index e02494ec1b0..065f9b184e2 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -86,7 +86,6 @@ ccl_device_forceinline bool shadow_handle_transparent_isect( shader_eval_surface(kg, shadow_sd, state, - 0.0f, PATH_RAY_SHADOW); path_state_modify_bounce(state, false); *throughput *= shader_bsdf_transparency(kg, shadow_sd); |