diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 7 |
1 files changed, 2 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index f53c032ca7b..459ee8567cc 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -36,10 +36,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * * in cases where we don't need them. after a regular shadow ray is * cast we check if the hit primitive was potentially transparent, and * only in that case start marching. this gives on extra ray cast for - * the cases were we do want transparency. - * - * also note that for this to work correct, multi close sampling must - * be used, since we don't pass a random number to shader_eval_surface */ + * the cases were we do want transparency. */ if(shader_transparent_shadow(kg, &isect)) { float3 throughput = make_float3(1.0f, 1.0f, 1.0f); float3 Pend = ray->P + ray->D*ray->t; @@ -95,7 +92,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * /* setup shader data at surface */ ShaderData sd; - shader_setup_from_ray(kg, &sd, &isect, ray, ps.bounce+1, ps.transparent_bounce); + shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1, bounce); /* attenuation from transparent surface */ if(!(sd.flag & SD_HAS_ONLY_VOLUME)) { |