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Diffstat (limited to 'intern/cycles/kernel/integrator/init_from_bake.h')
-rw-r--r--intern/cycles/kernel/integrator/init_from_bake.h47
1 files changed, 45 insertions, 2 deletions
diff --git a/intern/cycles/kernel/integrator/init_from_bake.h b/intern/cycles/kernel/integrator/init_from_bake.h
index eca2c0b9ffb..15968670ac2 100644
--- a/intern/cycles/kernel/integrator/init_from_bake.h
+++ b/intern/cycles/kernel/integrator/init_from_bake.h
@@ -210,8 +210,51 @@ ccl_device bool integrator_init_from_bake(KernelGlobals kg,
/* Setup ray. */
Ray ray ccl_optional_struct_init;
- ray.P = P + N;
- ray.D = -N;
+
+ if (kernel_data.bake.use_camera) {
+ float3 D = camera_direction_from_point(kg, P);
+
+ const float DN = dot(D, N);
+
+ /* Nudge camera direction, so that the faces facing away from the camera still have
+ * somewhat usable shading. (Otherwise, glossy faces would be simply black.)
+ *
+ * The surface normal offset affects smooth surfaces. Lower values will make
+ * smooth surfaces more faceted, but higher values may show up from the camera
+ * at grazing angles.
+ *
+ * This value can actually be pretty high before it's noticeably wrong. */
+ const float surface_normal_offset = 0.2f;
+
+ /* Keep the ray direction at least `surface_normal_offset` "above" the smooth normal. */
+ if (DN <= surface_normal_offset) {
+ D -= N * (DN - surface_normal_offset);
+ D = normalize(D);
+ }
+
+ /* On the backside, just lerp towards the surface normal for the ray direction,
+ * as DN goes from 0.0 to -1.0. */
+ if (DN <= 0.0f) {
+ D = normalize(mix(D, N, -DN));
+ }
+
+ /* We don't want to bake the back face, so make sure the ray direction never
+ * goes behind the geometry (flat) normal. This is a failsafe, and should rarely happen. */
+ const float true_normal_epsilon = 0.00001f;
+
+ if (dot(D, Ng) <= true_normal_epsilon) {
+ D -= Ng * (dot(D, Ng) - true_normal_epsilon);
+ D = normalize(D);
+ }
+
+ ray.P = P + D;
+ ray.D = -D;
+ }
+ else {
+ ray.P = P + N;
+ ray.D = -N;
+ }
+
ray.tmin = 0.0f;
ray.tmax = FLT_MAX;
ray.time = 0.5f;