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authorPatrick Mours <pmours@nvidia.com>2020-11-06 17:19:58 +0300
committerPatrick Mours <pmours@nvidia.com>2020-11-09 14:37:47 +0300
commit118e31a0a995ae4e8845376215d9c35017a8f781 (patch)
tree25672cc8396c7b6cb75086b4d2378c4c06d153b5 /intern/cycles/render/image_vdb.cpp
parent92083772e73a68bf74702aceb0fcb759a6b2419c (diff)
Cycles: Fix tricubic sampling with NanoVDB
Volumes using tricubic sampling were producing different results with NanoVDB compared to dense textures. This fixes that by using the same tricubic sampling algorithm in both cases. It also fixes some remaining offset issues and some minor things that broke OpenCL kernel compilation on NVIDIA. Reviewed By: brecht Differential Revision: https://developer.blender.org/D9491
Diffstat (limited to 'intern/cycles/render/image_vdb.cpp')
-rw-r--r--intern/cycles/render/image_vdb.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/intern/cycles/render/image_vdb.cpp b/intern/cycles/render/image_vdb.cpp
index 016bbf7151d..5d0999d5623 100644
--- a/intern/cycles/render/image_vdb.cpp
+++ b/intern/cycles/render/image_vdb.cpp
@@ -145,8 +145,7 @@ bool VDBImageLoader::load_metadata(ImageMetaData &metadata)
}
# ifdef WITH_NANOVDB
- /* Add small offset for correct sampling between voxels. */
- Transform texture_to_index = transform_translate(0.5f, 0.5f, 0.5f);
+ Transform texture_to_index = transform_identity();
# else
Transform texture_to_index = transform_translate(min.x(), min.y(), min.z()) *
transform_scale(dim.x(), dim.y(), dim.z());