From fc38276d74e1d451663c70f82e7f54293d24bbe4 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Tue, 1 Aug 2017 23:40:38 +0200 Subject: Fix Cycles shadow catcher objects influencing each other. Since all the shadow catchers are already assumed to be in the footage, the shadows they cast on each other are already in the footage too. So don't just let shadow catchers skip self, but all shadow catchers. Another justification is that it should not matter if the shadow catcher is modeled as one object or multiple separate objects, the resulting render should be the same. Differential Revision: https://developer.blender.org/D2763 --- intern/cycles/kernel/kernel_path_state.h | 4 ---- 1 file changed, 4 deletions(-) (limited to 'intern/cycles/kernel/kernel_path_state.h') diff --git a/intern/cycles/kernel/kernel_path_state.h b/intern/cycles/kernel/kernel_path_state.h index 3ce183bf67a..0102de183f3 100644 --- a/intern/cycles/kernel/kernel_path_state.h +++ b/intern/cycles/kernel/kernel_path_state.h @@ -64,10 +64,6 @@ ccl_device_inline void path_state_init(KernelGlobals *kg, state->volume_stack[0].shader = SHADER_NONE; } #endif - -#ifdef __SHADOW_TRICKS__ - state->catcher_object = OBJECT_NONE; -#endif } ccl_device_inline void path_state_next(KernelGlobals *kg, ccl_addr_space PathState *state, int label) -- cgit v1.2.3