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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-03-01 01:00:46 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-03-01 03:21:29 +0300 |
commit | 7f86afec9d6799e22127c53d9d0805a87462fc08 (patch) | |
tree | 566aca7a18e47b45251b10fcb5b4393c0d3562a8 /intern/cycles/kernel/split/kernel_queue_enqueue.h | |
parent | 03d10703783a0d233517aac558ac3f0a7d55d302 (diff) |
Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.
For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
Diffstat (limited to 'intern/cycles/kernel/split/kernel_queue_enqueue.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_queue_enqueue.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_queue_enqueue.h b/intern/cycles/kernel/split/kernel_queue_enqueue.h index 66ce2dfb6f1..df67fabab19 100644 --- a/intern/cycles/kernel/split/kernel_queue_enqueue.h +++ b/intern/cycles/kernel/split/kernel_queue_enqueue.h @@ -56,6 +56,7 @@ ccl_device void kernel_queue_enqueue(KernelGlobals *kg, queue_number = QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS; } else if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE) || + IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HAS_ONLY_VOLUME) || IS_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED)) { queue_number = QUEUE_ACTIVE_AND_REGENERATED_RAYS; } |