forked from bartvdbraak/blender
Brecht Van Lommel
8fbd71e5f2
It turns out that the new Beckmann sampling function doesn't work well with Quasi Monte Carlo sampling, mainly near normal incidence where it can be worse than the previous sampler. In the new sampler the random number pattern gets split in two, warped and overlapped, which hurts the stratification, see the visualization in the differential revision. Now we use a precomputed table, which is much better behaved. GGX does not seem to benefit from using a precomputed table. Disadvantage is that this table adds 1MB of memory usage and 0.03s startup time to every render (on my quad core CPU). Differential Revision: https://developer.blender.org/D614 |
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svm_attribute.h | ||
svm_blackbody.h | ||
svm_brick.h | ||
svm_brightness.h | ||
svm_camera.h | ||
svm_checker.h | ||
svm_closure.h | ||
svm_convert.h | ||
svm_displace.h | ||
svm_fresnel.h | ||
svm_gamma.h | ||
svm_geometry.h | ||
svm_gradient.h | ||
svm_hsv.h | ||
svm_image.h | ||
svm_invert.h | ||
svm_light_path.h | ||
svm_magic.h | ||
svm_mapping.h | ||
svm_math.h | ||
svm_mix.h | ||
svm_musgrave.h | ||
svm_noise.h | ||
svm_noisetex.h | ||
svm_normal.h | ||
svm_ramp.h | ||
svm_sepcomb_hsv.h | ||
svm_sepcomb_vector.h | ||
svm_sky.h | ||
svm_tex_coord.h | ||
svm_texture.h | ||
svm_types.h | ||
svm_value.h | ||
svm_vector_transform.h | ||
svm_voronoi.h | ||
svm_wave.h | ||
svm_wavelength.h | ||
svm_wireframe.h | ||
svm.h |