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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-09-13 19:28:31 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-09-20 20:38:08 +0300
commit90d4b823d72922922bb3d0af48ec2f592d210cdd (patch)
tree4b1a369c372d2223a8083a5abae41adc77dbe605 /intern/cycles/kernel/split/kernel_shader_eval.h
parent095a01a73a35d3af57573fc724d381bcca019f54 (diff)
Cycles: use defensive sampling for picking BSDFs and BSSRDFs.
For the first bounce we now give each BSDF or BSSRDF a minimum sample weight, which helps reduce noise for a typical case where you have a glossy BSDF with a small weight due to Fresnel, but not necessarily small contribution relative to a diffuse or transmission BSDF below. We can probably find a better heuristic that also enables this on further bounces, for example when looking through a perfect mirror, but I wasn't able to find a robust one so far.
Diffstat (limited to 'intern/cycles/kernel/split/kernel_shader_eval.h')
-rw-r--r--intern/cycles/kernel/split/kernel_shader_eval.h10
1 files changed, 8 insertions, 2 deletions
diff --git a/intern/cycles/kernel/split/kernel_shader_eval.h b/intern/cycles/kernel/split/kernel_shader_eval.h
index c792c4adb0e..7032461b04a 100644
--- a/intern/cycles/kernel/split/kernel_shader_eval.h
+++ b/intern/cycles/kernel/split/kernel_shader_eval.h
@@ -52,8 +52,14 @@ ccl_device void kernel_shader_eval(KernelGlobals *kg)
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, state->flag);
#ifdef __BRANCHED_PATH__
- shader_merge_closures(&kernel_split_state.sd[ray_index]);
-#endif /* __BRANCHED_PATH__ */
+ if(kernel_data.integrator.branched) {
+ shader_merge_closures(&kernel_split_state.sd[ray_index]);
+ }
+ else
+#endif
+ {
+ shader_prepare_closures(&kernel_split_state.sd[ray_index], state);
+ }
}
}