Commit: 028ba319038c6d6fb391df38874af68dae6c4eb5
Author: Lukas Stockner
Date: Tue Jun 21 20:02:21 2016 +0200
Branches: master
https://developer.blender.org/rB028ba319038c6d6fb391df38874af68dae6c4eb5
Fix T48698: Rays from SSS act as diffuse for normal objects but have an
undefined type for lamp objects
The problem here was that there are five path types internally (diffuse,
glossy, transmission, subsurface and volume scatter), but subsurface isn't
exposed to the user.
This caused some weird behaviour - if all four types are disabled on the lamp,
Cycles doesn't even try sampling it, but if any type was active, the lamp would
illuminate
the cube since none of the options set subsurface to zero.
In the future, it might be reasonable to add subsurface visibility as an option
- but for now the weird and inconsistent behaviour can be fixed simply by
setting both
diffuse and subsurface to zero if the user disables diffuse visibility.
===================================================================
M intern/cycles/kernel/kernel_emission.h
===================================================================
diff --git a/intern/cycles/kernel/kernel_emission.h
b/intern/cycles/kernel/kernel_emission.h
index 4de8e0f..e22bcea 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -124,8 +124,10 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg,
#ifdef __PASSES__
/* use visibility flag to skip lights */
if(ls->shader & SHADER_EXCLUDE_ANY) {
- if(ls->shader & SHADER_EXCLUDE_DIFFUSE)
+ if(ls->shader & SHADER_EXCLUDE_DIFFUSE) {
eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
+ eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
+ }
if(ls->shader & SHADER_EXCLUDE_GLOSSY)
eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
if(ls->shader & SHADER_EXCLUDE_TRANSMIT)
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