forked from bartvdbraak/blender
Fix: ensure cycles mist pass stays in range 0..1, it could have values out of
this range due to sampling noise. Side note: I looked into the mist pass because it was apparently not calculating mist correctly on characters with transparent hair. Turns out this is just sampling noise that goes away with more samples. This noise is because the ray will randomly go to the next transparency layer or get reflected, the path tracing integrator will not branch the path and only pick one of the two directions each time. Branched path tracing however will shade all transparent layers for each AA sample, which means this source of noise is eliminated.
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@ -184,6 +184,12 @@ bool RenderBuffers::get_pass_rect(PassType type, float exposure, int sample, int
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pixels[0] = (f == 0.0f)? 1e10f: f*scale_exposure;
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}
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}
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else if(type == PASS_MIST) {
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for(int i = 0; i < size; i++, in += pass_stride, pixels++) {
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float f = *in;
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pixels[0] = clamp(f*scale_exposure, 0.0f, 1.0f);
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}
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}
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else {
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for(int i = 0; i < size; i++, in += pass_stride, pixels++) {
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float f = *in;
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