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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-20 16:22:40 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-22 02:55:32 +0300
commit2d81758aa650256d6b6ed283e43b6c35808ed205 (patch)
treedb336da6924982031bbcc30844b496d600fd407a /intern/cycles/kernel/kernel_shadow.h
parent84e92f9b3c50433221a4c30f3a14713d99680f3a (diff)
Cycles: better path termination for transparency.
We now continue transparent paths after diffuse/glossy/transmission/volume bounces are exceeded. This avoids unexpected boundaries in volumes with transparent boundaries. It is also required for MIS to work correctly with transparent surfaces, as we also continue through these in shadow rays. The main visible changes is that volumes will now be lit by the background even at volume bounces 0, same as surfaces. Fixes T53914 and T54103.
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r--intern/cycles/kernel/kernel_shadow.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index ab364d3037a..8a0da6c3b13 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -86,8 +86,7 @@ ccl_device_forceinline bool shadow_handle_transparent_isect(
shader_eval_surface(kg,
shadow_sd,
state,
- PATH_RAY_SHADOW,
- 0);
+ PATH_RAY_SHADOW);
path_state_modify_bounce(state, false);
*throughput *= shader_bsdf_transparency(kg, shadow_sd);
}