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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-03-17 00:05:37 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-04-24 15:39:47 +0300
commit7a92b8820b9661af39165f048d716559e513ddab (patch)
tree81ec891cb18bb04c72db20cf0cbff711dcdb64d0 /source
parent5f888e65c3e765d5c176d3f54cf7d20d216441fc (diff)
Cycles: remove hair minimum width support.
This never really worked as it was supposed to. The main goal of this is to turn noise from sampling tiny hairs into multiple layers of transparency that do not need to be sampled stochastically. However the implementation of this worked by randomly discarding hair intersections in BVH traversal, which defeats the purpose. If it ever comes back, it's best implemented outside the kernel as a preprocess that changes hair radius before BVH building. This would also make it work with Embree, where it's not supported now. But it's not so clear anymore that with many AA samples and GPU rendering this feature is as helpful as it once was for CPU raytracers with few AA samples. The benefit of removing this feature is improved hair ray tracing performance, tested on NVIDIA Titan Xp: bmw27: +0.37% classroom: +0.26% fishy_cat: -7.36% koro: -12.98% pabellon: -0.12% Differential Revision: https://developer.blender.org/D4532
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