Fix #36741: cycles AO pass giving values > 1.0 with transparency.

This commit is contained in:
Brecht Van Lommel 2013-09-17 13:22:42 +00:00
parent 29b546fe7f
commit edde749850
4 changed files with 20 additions and 7 deletions

@ -210,14 +210,14 @@ __device_inline void path_radiance_accum_emission(PathRadiance *L, float3 throug
#endif
}
__device_inline void path_radiance_accum_ao(PathRadiance *L, float3 throughput, float3 bsdf, float3 ao, int bounce)
__device_inline void path_radiance_accum_ao(PathRadiance *L, float3 throughput, float3 alpha, float3 bsdf, float3 ao, int bounce)
{
#ifdef __PASSES__
if(L->use_light_pass) {
if(bounce == 0) {
/* directly visible lighting */
L->direct_diffuse += throughput*bsdf*ao;
L->ao += throughput*ao;
L->ao += alpha*throughput*ao;
}
else {
/* indirectly visible lighting after BSDF bounce */

@ -108,8 +108,8 @@ __device_inline void kernel_write_data_passes(KernelGlobals *kg, __global float
mist = powf(mist, mist_falloff);
/* modulate by transparency */
float3 alpha = throughput*(make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd));
L->mist += (1.0f - mist)*average(alpha);
float3 alpha = shader_bsdf_alpha(kg, sd);
L->mist += (1.0f - mist)*average(throughput*alpha);
}
#endif
}

@ -229,6 +229,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
float3 ao_D;
float ao_pdf;
float3 ao_alpha = make_float3(0.0f, 0.0f, 0.0f);
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
@ -246,7 +247,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
light_ray.dD = differential3_zero();
if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
path_radiance_accum_ao(L, throughput, ao_bsdf, ao_shadow, state.bounce);
path_radiance_accum_ao(L, throughput, ao_alpha, ao_bsdf, ao_shadow, state.bounce);
}
}
#endif
@ -624,6 +625,7 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, R
float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
float3 ao_D;
float ao_pdf;
float3 ao_alpha = shader_bsdf_alpha(kg, &sd);
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
@ -641,7 +643,7 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, R
light_ray.dD = differential3_zero();
if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
path_radiance_accum_ao(&L, throughput, ao_bsdf, ao_shadow, state.bounce);
path_radiance_accum_ao(&L, throughput, ao_alpha, ao_bsdf, ao_shadow, state.bounce);
}
}
#endif
@ -1076,6 +1078,7 @@ __device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int
float ao_factor = kernel_data.background.ao_factor;
float3 ao_N;
float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
float3 ao_alpha = shader_bsdf_alpha(kg, &sd);
for(int j = 0; j < num_samples; j++) {
float bsdf_u, bsdf_v;
@ -1100,7 +1103,7 @@ __device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int
light_ray.dD = differential3_zero();
if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
path_radiance_accum_ao(&L, throughput*num_samples_inv, ao_bsdf, ao_shadow, state.bounce);
path_radiance_accum_ao(&L, throughput*num_samples_inv, ao_alpha, ao_bsdf, ao_shadow, state.bounce);
}
}
}

@ -602,6 +602,16 @@ __device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
#endif
}
__device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd)
{
float3 alpha = make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd);
alpha = max(alpha, make_float3(0.0f, 0.0f, 0.0f));
alpha = min(alpha, make_float3(1.0f, 1.0f, 1.0f));
return alpha;
}
__device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__