forked from bartvdbraak/blender
Brecht Van Lommel
26f39e6359
The algorithm averages normals from nearby surfaces. It uses the same sampling strategy as BSSRDFs, casting rays along the normal and two orthogonal axes, and combining the samples with MIS. The main concern here is that we are introducing raytracing inside shader evaluation, which could be quite bad for GPU performance and stack memory usage. In practice it doesn't seem so bad though. Note that using this feature can easily slow down renders 20%, and that if you care about performance then it's better to use a bevel modifier. Mainly this is useful for baking, and for cases where the mesh topology makes it difficult for the bevel modifier to work well. Differential Revision: https://developer.blender.org/D2803 |
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geom_attribute.h | ||
geom_curve_intersect.h | ||
geom_curve.h | ||
geom_motion_curve.h | ||
geom_motion_triangle_intersect.h | ||
geom_motion_triangle_shader.h | ||
geom_motion_triangle.h | ||
geom_object.h | ||
geom_patch.h | ||
geom_primitive.h | ||
geom_subd_triangle.h | ||
geom_triangle_intersect.h | ||
geom_triangle.h | ||
geom_volume.h | ||
geom.h |