diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-07-24 20:06:12 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-07-24 20:24:50 +0300 |
commit | ad632a13d98e9d29c418a4acd5ec2848d6b71d7b (patch) | |
tree | bb3f523574c18d6d55286757ecf40ee77c8a30b9 /source/blender/draw/engines/eevee_next | |
parent | b1c49b3b2a429a27e8a82e4ed8034a01583333c8 (diff) |
EEVEE-Next: Decorelate Large filter spiral sampling
This avoids correlation artifacts with the jitter pattern itself.
Also try to reduce the visible spiral pattern.
Diffstat (limited to 'source/blender/draw/engines/eevee_next')
-rw-r--r-- | source/blender/draw/engines/eevee_next/eevee_film.cc | 2 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee_next/eevee_sampling.cc | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc index cdd753b988d..18e0452da25 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.cc +++ b/source/blender/draw/engines/eevee_next/eevee_film.cc @@ -522,7 +522,7 @@ void Film::update_sample_table() int i = 0; for (FilmSample &sample : sample_table) { /* TODO(fclem): Own RNG. */ - float2 random_2d = inst_.sampling.rng_2d_get(SAMPLING_FILTER_U); + float2 random_2d = inst_.sampling.rng_2d_get(SAMPLING_SSS_U); /* This randomization makes sure we converge to the right result but also makes nearest * neighbor filtering not converging rapidly. */ random_2d.x = (random_2d.x + i) / float(FILM_PRECOMP_SAMPLE_MAX); diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.cc b/source/blender/draw/engines/eevee_next/eevee_sampling.cc index aa62c3dd38a..1d320c75f16 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sampling.cc +++ b/source/blender/draw/engines/eevee_next/eevee_sampling.cc @@ -177,7 +177,7 @@ float2 Sampling::sample_disk(const float2 &rand) float2 Sampling::sample_spiral(const float2 &rand) { /* Fibonacci spiral. */ - float omega = M_PI * (1.0f + sqrtf(5.0f)) * rand.x; + float omega = 4.0f * M_PI * (1.0f + sqrtf(5.0f)) * rand.x; float r = sqrtf(rand.x); /* Random rotation. */ omega += rand.y * 2.0f * M_PI; |