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authorAlexander Gavrilov <angavrilov@gmail.com>2016-08-05 00:24:29 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-08-05 02:00:41 +0300
commit1f19fba56611cba09246a0722ef3968976e3c2d3 (patch)
tree336af12c1bdfba9cf37f857dfa0b4144fce75ff2 /intern/cycles/render/object.cpp
parent2ce9bab8ce88d25830633b8258063811d861c2f8 (diff)
Cycles: hide particles with broken motion blur traces.
Currently cycles cannot correctly render motion blur for objects that appear or disappear during the shutter window. Until that can be fixed properly, it may be better to hide such particles rather than let them render as if they were stationary for half of the frame. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2125
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp31
1 files changed, 20 insertions, 11 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index 662d87e8b6b..7024a8bcc79 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -70,19 +70,28 @@ void Object::compute_bounds(bool motion_blur)
BoundBox mbounds = mesh->bounds;
if(motion_blur && use_motion) {
- DecompMotionTransform decomp;
- transform_motion_decompose(&decomp, &motion, &tfm);
+ if(motion.pre == transform_empty() ||
+ motion.post == transform_empty()) {
+ /* Hide objects that have no valid previous or next transform, for
+ * example particle that stop existing. TODO: add support for this
+ * case in the kernel so we don't get render artifacts. */
+ bounds = BoundBox::empty;
+ }
+ else {
+ DecompMotionTransform decomp;
+ transform_motion_decompose(&decomp, &motion, &tfm);
- bounds = BoundBox::empty;
+ bounds = BoundBox::empty;
- /* todo: this is really terrible. according to pbrt there is a better
- * way to find this iteratively, but did not find implementation yet
- * or try to implement myself */
- for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
- Transform ttfm;
+ /* todo: this is really terrible. according to pbrt there is a better
+ * way to find this iteratively, but did not find implementation yet
+ * or try to implement myself */
+ for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
+ Transform ttfm;
- transform_motion_interpolate(&ttfm, &decomp, t);
- bounds.grow(mbounds.transformed(&ttfm));
+ transform_motion_interpolate(&ttfm, &decomp, t);
+ bounds.grow(mbounds.transformed(&ttfm));
+ }
}
}
else {
@@ -228,7 +237,7 @@ vector<float> Object::motion_times()
bool Object::is_traceable()
{
/* Mesh itself can be empty,can skip all such objects. */
- if (bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
+ if (!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
return false;
}
/* TODO(sergey): Check for mesh vertices/curves. visibility flags. */