Commit: c8a9a563a709d5b0946d83676ec2caf7125c6cbb
Author: Sergey Sharybin
Date: Wed Jan 14 15:33:38 2015 +0500
Branches: master
https://developer.blender.org/rBc8a9a563a709d5b0946d83676ec2caf7125c6cbb
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.
===================================================================
M intern/cycles/kernel/kernel_emission.h
===================================================================
diff --git a/intern/cycles/kernel/kernel_emission.h
b/intern/cycles/kernel/kernel_emission.h
index c2e9832..7523105 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)))
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