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authorSergey Sharybin <sergey.vfx@gmail.com>2016-07-14 12:11:23 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-07-14 12:26:20 +0300
commit56c9c1ab43b563246e7ecb925d8c34f6ffa85395 (patch)
tree36ca4b0635652eaf13df106275aa2a7b1d16dcde /intern
parent3637cbbcf8d1b65318aabc11f72e9241b6992812 (diff)
Cycles: Fix wrong size of sobol texture
After reformulation of SSS indirect rays it became possible to try accessing dimension higher than was pre-calculated on scene preparation. This is because we're traversing rays backwards, which means we are using higher dimensions first now.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/integrator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp
index 2a10eb474a4..63914e57319 100644
--- a/intern/cycles/render/integrator.cpp
+++ b/intern/cycles/render/integrator.cpp
@@ -176,7 +176,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
max_samples = max(max_samples, volume_samples);
}
- max_samples *= (max_bounce + transparent_max_bounce + 3);
+ max_samples *= (max_bounce + transparent_max_bounce + 3 + BSSRDF_MAX_HITS);
int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM;
dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);