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authorMikhail Matrosov <ktdfly>2021-06-28 14:54:18 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-06-28 15:05:22 +0300
commit9c6a382f9540c8e334a16b7740b5ba6bb294fca9 (patch)
treef8b4d0f1c557e7ef70c0f417fd22d9abf1912f74 /intern/cycles/kernel/kernel_types.h
parentce25b5812b4ad2f9c6d29bf254374235bc7100f7 (diff)
Cycles: reduce shadow terminator artifacts
Offset rays from the flat surface to match where they would be for a smooth surface as specified by the normals. In the shading panel there is now a Shading Offset (existing option) and Geometry Offset (new). The Geometry Offset works as follows: * 0: disabled * 0.001: only terminated triangles (normal points to the light, geometry doesn't) are affected * 0.1 (default): triangles at grazing angles are affected, and the effect fades out * 1: all triangles are affected Limitations: * The artifact is still visible in some cases, it could be that some quads require to be treated specifically as quads. * Inconsistent normals cause artifacts. * If small objects cast shadows to a big low poly surface, the shadows can appear to be in a wrong place - because the surface moved slightly above the geometry. This can be noticed only at grazing angles to light. * Approximated surfaces of two non-intersecting low-poly objects can overlap that causes off-the-wall shadows. Generally, using one or a few levels of subdivision can get rid of artifacts faster than before. Differential Revision: https://developer.blender.org/D11065
Diffstat (limited to 'intern/cycles/kernel/kernel_types.h')
-rw-r--r--intern/cycles/kernel/kernel_types.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 86b3b3b3365..85d75b36e5f 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -1479,7 +1479,8 @@ typedef struct KernelObject {
float cryptomatte_object;
float cryptomatte_asset;
- float shadow_terminator_offset;
+ float shadow_terminator_shading_offset;
+ float shadow_terminator_geometry_offset;
float pad1, pad2, pad3;
} KernelObject;
static_assert_align(KernelObject, 16);