diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2020-07-13 02:51:13 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2020-07-13 04:08:11 +0300 |
commit | 192bd2605f2580ee221d2e304fe2dfea573753d5 (patch) | |
tree | 42428c34790faed226ad9c12e9f0b529464807a2 /intern/cycles | |
parent | 41e6f9bd437cb5f23dd6a8ad41c6142b0520f65d (diff) |
Cycles: Change precomputed Sky Texture mapping to prioritize the horizon
Differential Revision: https://developer.blender.org/D8091
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/kernel/shaders/node_sky_texture.osl | 5 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_sky.h | 5 |
2 files changed, 6 insertions, 4 deletions
diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl index cbb37effc9d..acb198a9852 100644 --- a/intern/cycles/kernel/shaders/node_sky_texture.osl +++ b/intern/cycles/kernel/shaders/node_sky_texture.osl @@ -150,7 +150,7 @@ color sky_radiance_nishita(vector dir, float nishita_data[10], string filename) /* if ray inside sun disc render it, otherwise render sky */ if (sun_dir_angle < half_angular && sun_disc == 1) { - /* get 3 pixels data */ + /* get 2 pixels data */ color pixel_bottom = color(nishita_data[0], nishita_data[1], nishita_data[2]); color pixel_top = color(nishita_data[3], nishita_data[4], nishita_data[5]); float y; @@ -177,7 +177,8 @@ color sky_radiance_nishita(vector dir, float nishita_data[10], string filename) else { /* sky interpolation */ float x = (direction[1] + M_PI + sun_rotation) / M_2PI; - float y = 1.0 - (dir_elevation / M_PI_2); + /* more pixels toward horizon compensation */ + float y = 1.0 - sqrt(dir_elevation / M_PI_2); if (x > 1.0) { x = x - 1.0; } diff --git a/intern/cycles/kernel/svm/svm_sky.h b/intern/cycles/kernel/svm/svm_sky.h index 45b76fab007..be2c8ccdacf 100644 --- a/intern/cycles/kernel/svm/svm_sky.h +++ b/intern/cycles/kernel/svm/svm_sky.h @@ -152,7 +152,7 @@ ccl_device float3 sky_radiance_nishita(KernelGlobals *kg, /* if ray inside sun disc render it, otherwise render sky */ if (sun_disc && sun_dir_angle < half_angular) { - /* get 3 pixels data */ + /* get 2 pixels data */ float3 pixel_bottom = make_float3(nishita_data[0], nishita_data[1], nishita_data[2]); float3 pixel_top = make_float3(nishita_data[3], nishita_data[4], nishita_data[5]); float y; @@ -179,7 +179,8 @@ ccl_device float3 sky_radiance_nishita(KernelGlobals *kg, else { /* sky interpolation */ float x = (direction.y + M_PI_F + sun_rotation) / M_2PI_F; - float y = dir_elevation / M_PI_2_F; + /* more pixels toward horizon compensation */ + float y = safe_sqrtf(dir_elevation / M_PI_2_F); if (x > 1.0f) { x -= 1.0f; } |