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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-09-14 23:56:32 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-09-20 20:38:08 +0300
commit095a01a73a35d3af57573fc724d381bcca019f54 (patch)
tree3f22c746d1e9ae75365ade400ca08e0ae255788e /intern/cycles/kernel/kernel_shadow.h
parentb3afc8917cdeaa98ebfa3f2aa17e8c5a69fdb1e3 (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.h1
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);