diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-10-18 13:19:53 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-10-18 13:19:53 +0300 |
commit | 01a0649354a4052e3f826663c50753833a257d1f (patch) | |
tree | 2bcb0f0d79d0d08256392f6903a2f5cb14c00af0 /intern/cycles/render/light.cpp | |
parent | ab7ebf2b10f67b002447fb0e2cb352c2c178e128 (diff) |
Cycles: Fix wrong shading when some mesh triangle has non-finite coordinate
This is fully unpredictable for artists when one damaged object makes the whole
scene to render incorrectly. This involves two main changes:
- It is not enough to check triangle bounds to be valid when building BVH.
This is because triangle might have some finite vertices and some non-finite.
- We shouldn't add non-finite triangle area to the overall area for MIS.
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r-- | intern/cycles/render/light.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 6a7f985b756..bb73ebd7e41 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -345,6 +345,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen offset++; Mesh::Triangle t = mesh->get_triangle(i); + if(!t.valid(&mesh->verts[0])) { + continue; + } float3 p1 = mesh->verts[t.v[0]]; float3 p2 = mesh->verts[t.v[1]]; float3 p3 = mesh->verts[t.v[2]]; |