diff options
author | Brecht Van Lommel <brecht@blender.org> | 2020-05-02 00:55:13 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2020-05-02 00:55:13 +0300 |
commit | 83304e4c221b646d38387930d21011995427a05a (patch) | |
tree | d555f30369771a44ea6c54d8f379c035eacfc5b3 /intern/cycles | |
parent | 7212dbd7be8d69f1fea5c918d820796641197417 (diff) | |
parent | bba11c68c40480f525a23784ebca81d98e2ec6d2 (diff) |
Merge branch 'blender-v2.83-release'
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/blender/blender_sync.cpp | 2 | ||||
-rw-r--r-- | intern/cycles/render/mesh_volume.cpp | 10 |
2 files changed, 10 insertions, 2 deletions
diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp index f4c100bcd2b..0c120b944a7 100644 --- a/intern/cycles/blender/blender_sync.cpp +++ b/intern/cycles/blender/blender_sync.cpp @@ -108,7 +108,7 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d } if (dicing_prop_changed) { - for (const pair<GeometryKey, Geometry *> &iter : geometry_map.key_to_scene_data()) { + for (const pair<const GeometryKey, Geometry *> &iter : geometry_map.key_to_scene_data()) { Geometry *geom = iter.second; if (geom->type == Geometry::MESH) { Mesh *mesh = static_cast<Mesh *>(geom); diff --git a/intern/cycles/render/mesh_volume.cpp b/intern/cycles/render/mesh_volume.cpp index 74b8fc9e5ba..607363d01c6 100644 --- a/intern/cycles/render/mesh_volume.cpp +++ b/intern/cycles/render/mesh_volume.cpp @@ -19,6 +19,7 @@ #include "render/scene.h" #include "util/util_foreach.h" +#include "util/util_hash.h" #include "util/util_logging.h" #include "util/util_progress.h" #include "util/util_types.h" @@ -447,7 +448,14 @@ void GeometryManager::create_volume_mesh(Mesh *mesh, Progress &progress) start_point = transform_point(&itfm, start_point); cell_size = transform_direction(&itfm, cell_size); - volume_params.start_point = start_point; + /* Slightly offset vertex coordinates to avoid overlapping faces with other + * volumes or meshes. The proper solution would be to improve intersection in + * the kernel to support robust handling of multiple overlapping faces or use + * an all-hit intersection similar to shadows. */ + const float3 face_overlap_avoidance = cell_size * 0.1f * + hash_uint_to_float(hash_string(mesh->name.c_str())); + + volume_params.start_point = start_point + face_overlap_avoidance; volume_params.cell_size = cell_size; volume_params.pad_size = pad_size; |