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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_subsurface.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_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index 027d59b5a4e..23a09e5e2ca 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -79,7 +79,6 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
ccl_device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, const ShaderClosure *sc, float3 weight, bool hit, float3 N)
{
sd->flag &= ~SD_CLOSURE_FLAGS;
- sd->randb_closure = 0.0f;
sd->num_closure = 0;
sd->num_closure_extra = 0;
@@ -155,7 +154,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg,
if(bump || texture_blur > 0.0f) {
/* average color and normal at incoming point */
- shader_eval_surface(kg, sd, state, 0.0f, state_flag);
+ shader_eval_surface(kg, sd, state, state_flag);
float3 in_color = shader_bssrdf_sum(sd, (bump)? N: NULL, NULL);
/* we simply divide out the average color and multiply with the average