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authorBrecht Van Lommel <brecht@blender.org>2020-05-02 00:42:42 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-05-02 00:42:42 +0300
commitbba11c68c40480f525a23784ebca81d98e2ec6d2 (patch)
tree5391fae98a896e1190471fa0bae987f1decc70cc /intern
parent447a7f510ed7a11af77449ad69a68b15188d6da7 (diff)
Fix T75995: Cycles render artifacts with overlapping volumes
This is a workaround, but a proper solution requires significant changes to ray intersection in the kernel.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/mesh_volume.cpp10
1 files changed, 9 insertions, 1 deletions
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;