forked from bartvdbraak/blender
Cycles: Make sure ray direction is always normalized
Ray direction is assumed to be normalized in such areas as scaling intersection distance on instance push/pop when doing ray-scene intersection, but it was possible that some closures wouldn't give normalized direction which could cause wrong intersection checks. Now normalization will happen on surface bounce, which could be a bit of a waste if closure actually gives normalized direction, but currently only transparent BSDF seems to give guaranteed normalized direction.
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@ -150,7 +150,7 @@ ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng,
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/* setup ray */
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ray->P = ray_offset(ccl_fetch(sd, P), (label & LABEL_TRANSMIT)? -ccl_fetch(sd, Ng): ccl_fetch(sd, Ng));
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ray->D = bsdf_omega_in;
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ray->D = normalize(bsdf_omega_in);
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ray->t = FLT_MAX;
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#ifdef __RAY_DIFFERENTIALS__
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ray->dP = ccl_fetch(sd, dP);
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@ -257,7 +257,7 @@ ccl_device_inline bool kernel_path_surface_bounce(KernelGlobals *kg, ccl_addr_sp
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/* setup ray */
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ray->P = ray_offset(ccl_fetch(sd, P), (label & LABEL_TRANSMIT)? -ccl_fetch(sd, Ng): ccl_fetch(sd, Ng));
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ray->D = bsdf_omega_in;
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ray->D = normalize(bsdf_omega_in);
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if(state->bounce == 0)
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ray->t -= ccl_fetch(sd, ray_length); /* clipping works through transparent */
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