Fix T40964: Massive shading failures with glass node mixing, whiteouts and blackouts

This commit is contained in:
Sergey Sharybin 2014-07-15 15:56:40 +06:00
parent 2f03cccecd
commit a378f8d2d8

@ -513,6 +513,10 @@ ccl_device float3 bsdf_microfacet_ggx_eval_transmit(const ShaderClosure *sc, con
float cosHO = dot(Ht, I);
float cosHI = dot(Ht, omega_in);
/* those situations makes chi+ terms in eq. 33, 34 be zero */
if(dot(Ht, N) <= 0.0f || cosHO * cosNO <= 0.0f || cosHI * cosNI <= 0.0f)
return make_float3(0.0f, 0.0f, 0.0f);
float D, G1o, G1i;
/* eq. 33: first we calculate D(m) with m=Ht: */
@ -862,7 +866,11 @@ ccl_device float3 bsdf_microfacet_beckmann_eval_transmit(const ShaderClosure *sc
float cosHO = dot(Ht, I);
float cosHI = dot(Ht, omega_in);
/* eq. 33: first we calculate D(m) with m=Ht: */
/* those situations makes chi+ terms in eq. 25, 27 be zero */
if(dot(Ht, N) <= 0.0f || cosHO * cosNO <= 0.0f || cosHI * cosNI <= 0.0f)
return make_float3(0.0f, 0.0f, 0.0f);
/* eq. 25: first we calculate D(m) with m=Ht: */
float alpha2 = alpha_x * alpha_y;
float cosThetaM = min(dot(N, Ht), 1.0f);
float cosThetaM2 = cosThetaM * cosThetaM;