diff options
author | Patrick Mours <pmours@nvidia.com> | 2020-11-06 17:19:58 +0300 |
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committer | Patrick Mours <pmours@nvidia.com> | 2020-11-09 14:37:47 +0300 |
commit | 118e31a0a995ae4e8845376215d9c35017a8f781 (patch) | |
tree | 25672cc8396c7b6cb75086b4d2378c4c06d153b5 /intern/cycles/render | |
parent | 92083772e73a68bf74702aceb0fcb759a6b2419c (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')
-rw-r--r-- | intern/cycles/render/image_vdb.cpp | 3 |
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()); |