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authorWilliam Leeson <leesonw>2022-01-13 19:20:50 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-01-26 19:51:05 +0300
commit74afc86d4bf1a559e5b7a0cf5cea29cb508a3e99 (patch)
tree82243aaa4b5ff0e9c5098a336c5ef1e53381cd06 /tests
parentae440703411486c9219fa0ff54e471eea64afb58 (diff)
Cycles: remove ray offsetting
Remove small ray offsets that were used to avoid self intersection, and leave that to the newly added primitive object/prim comparison. These changes together significantly reduce artifacts on small, large or far away objects. The balance here is that overlapping primitives are not handled well and should be avoided (though this was already an issue). The upside is that this is something a user has control over, whereas the other artifacts had no good manual solution in many cases. There is a known issue where the Blender particle system generates overlapping objects and in turn leads to render differences between CPU and GPU. This will be addressed separately. Differential Revision: https://developer.blender.org/D12954
Diffstat (limited to 'tests')
-rw-r--r--tests/python/cycles_render_tests.py4
1 files changed, 4 insertions, 0 deletions
diff --git a/tests/python/cycles_render_tests.py b/tests/python/cycles_render_tests.py
index 98b2cd4a200..7272cd4660b 100644
--- a/tests/python/cycles_render_tests.py
+++ b/tests/python/cycles_render_tests.py
@@ -36,8 +36,12 @@ BLACKLIST_GPU = [
'hair_instancer_uv.blend',
'hair_length_info.blend',
'hair_particle_random.blend',
+ "hair_transmission.blend",
'principled_hair_.*.blend',
'transparent_shadow_hair.*.blend',
+ # Inconsistent handling of overlapping objects.
+ "T41143.blend",
+ "visibility_particles.blend",
]