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authorSergey Sharybin <sergey.vfx@gmail.com>2017-07-18 10:25:58 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-07-18 10:46:21 +0300
commit5f35682f3abf8752f0cc155e7cc209bca4f3f852 (patch)
treec477ba6762c0ef1a2a22b5256a2306db086c5672 /intern/cycles/kernel/split
parentd8906f30d358eb03ff19578298003bb6ca7fa760 (diff)
Fix T52021: Shadow catcher renders wrong when catcher object is behind transparent object
Tweaked the path radiance summing and alpha to accommodate for possible contribution of light by transparent surface bounces happening prior to shadow catcher intersection. This commit will change the way how shadow catcher results looks when was behind semi transparent object, but the old result seemed to be fully wrong: there were big artifacts when alpha-overing the result on some actual footage.
Diffstat (limited to 'intern/cycles/kernel/split')
-rw-r--r--intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h14
1 files changed, 11 insertions, 3 deletions
diff --git a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
index 670a557f084..fec671be016 100644
--- a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
+++ b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
@@ -125,13 +125,21 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
#ifdef __SHADOW_TRICKS__
if((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
if(state->flag & PATH_RAY_CAMERA) {
- state->flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
+ PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
+ state->flag |= (PATH_RAY_SHADOW_CATCHER |
+ PATH_RAY_SHADOW_CATCHER_ONLY |
+ PATH_RAY_STORE_SHADOW_INFO);
state->catcher_object = sd->object;
if(!kernel_data.background.transparent) {
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
- L->shadow_color = indirect_background(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, ray);
+ L->shadow_background_color = indirect_background(
+ kg,
+ &kernel_split_state.sd_DL_shadow[ray_index],
+ state,
+ ray);
}
+ L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
+ L->shadow_throughput = average(throughput);
}
}
else {