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authorSergey Sharybin <sergey.vfx@gmail.com>2017-02-09 16:19:01 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-03-27 11:46:03 +0300
commitd14e39622ae627c1a4329e630715c5197c762493 (patch)
treed246f7083bcc82236488d5aaec25cb2e735c4145 /intern/cycles/kernel/split
parent5aaa643947929cf807c349b2b5fe33d4dc669c3d (diff)
Cycles: First implementation of shadow catcher
It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage.
Diffstat (limited to 'intern/cycles/kernel/split')
-rw-r--r--intern/cycles/kernel/split/kernel_indirect_background.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/split/kernel_indirect_background.h b/intern/cycles/kernel/split/kernel_indirect_background.h
index 100f5996f83..8192528622e 100644
--- a/intern/cycles/kernel/split/kernel_indirect_background.h
+++ b/intern/cycles/kernel/split/kernel_indirect_background.h
@@ -70,7 +70,7 @@ ccl_device void kernel_indirect_background(KernelGlobals *kg)
#ifdef __BACKGROUND__
/* sample background shader */
float3 L_background = indirect_background(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, ray);
- path_radiance_accum_background(L, (*throughput), L_background, state->bounce);
+ path_radiance_accum_background(L, state, (*throughput), L_background);
#endif
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
}