From c8a9a563a709d5b0946d83676ec2caf7125c6cbb Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Wed, 14 Jan 2015 15:33:38 +0500 Subject: [PATCH] Fix T42621: Glossy world ray visibility affects on transmission rays There seems to be inconsistency in flags checks in Cycles kernel. In the interface glossy means "Glossy Reflection" and it is properly taken into account when doing visibility check in BVH traversal. The check in indirect background/light emission was treating this flags as "any of glossy reflection or transmission" which is kind of weird. Made it so emission code follows ray visibility assumptions in other parts of the kernel now. --- intern/cycles/kernel/kernel_emission.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h index c2e9832f4ed..7523105607f 100644 --- a/intern/cycles/kernel/kernel_emission.h +++ b/intern/cycles/kernel/kernel_emission.h @@ -188,7 +188,7 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, PathState *st /* use visibility flag to skip lights */ if(ls.shader & SHADER_EXCLUDE_ANY) { if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) || - ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) || + ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) || ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) || ((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER))) continue; @@ -232,7 +232,7 @@ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, PathState *sta /* use visibility flag to skip lights */ if(shader & SHADER_EXCLUDE_ANY) { if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) || - ((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) || + ((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) || ((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) || ((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) || ((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))