forked from bartvdbraak/blender
Cycles: Add more logs about what's going on in shader optimization
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845ba1a6fb
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@ -1948,6 +1948,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
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* Note: Keep the epsilon in sync with kernel!
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*/
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if(!roughness_input->link && roughness <= 1e-4f) {
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VLOG(1) << "Using sharp glossy BSDF.";
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distribution = CLOSURE_BSDF_REFLECTION_ID;
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}
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}
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@ -1958,6 +1959,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
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if(roughness_input->link == NULL &&
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distribution == CLOSURE_BSDF_REFLECTION_ID)
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{
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VLOG(1) << "Using GGX glossy with filter glossy.";
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distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
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roughness = 0.0f;
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}
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@ -2041,6 +2043,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
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* Note: Keep the epsilon in sync with kernel!
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*/
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if(!roughness_input->link && roughness <= 1e-4f) {
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VLOG(1) << "Using sharp glass BSDF.";
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distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
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}
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}
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@ -2051,6 +2054,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
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if(roughness_input->link == NULL &&
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distribution == CLOSURE_BSDF_SHARP_GLASS_ID)
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{
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VLOG(1) << "Using GGX glass with filter glossy.";
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distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
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roughness = 0.0f;
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}
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@ -2134,6 +2138,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
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* Note: Keep the epsilon in sync with kernel!
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*/
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if(!roughness_input->link && roughness <= 1e-4f) {
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VLOG(1) << "Using sharp refraction BSDF.";
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distribution = CLOSURE_BSDF_REFRACTION_ID;
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}
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}
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@ -2144,6 +2149,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
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if(roughness_input->link == NULL &&
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distribution == CLOSURE_BSDF_REFRACTION_ID)
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{
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VLOG(1) << "Using GGX refraction with filter glossy.";
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distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
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roughness = 0.0f;
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}
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