Cycles / Shader graph: Fallback to Sharp closures for very small roughness.

We fallback to Sharp closures for Glossy, Glass and Refraction nodes now, in case the Roughness input is disconnected and 0 (< 1e-4f to be exact).
This way we gain a few percentages of performance, in case the user did not manually set the closure type to "Sharp" in the UI.

Sharp will probably be removed from the UI as a followup, not needed anymore with this internal optimization.

Original idea by Lukas Stockner(Differential Revision: https://developer.blender.org/D1439), code implementation by myself.
This commit is contained in:
Thomas Dinges
2015-11-18 18:47:56 +01:00
parent 836c69c92f
commit 0639ba8ea5
4 changed files with 59 additions and 1 deletions

View File

@@ -310,6 +310,8 @@ class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
void optimize();
ustring distribution;
static ShaderEnum distribution_enum;
};
@@ -318,6 +320,8 @@ class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
void optimize();
ustring distribution;
static ShaderEnum distribution_enum;
};
@@ -326,6 +330,8 @@ class RefractionBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(RefractionBsdfNode)
void optimize();
ustring distribution;
static ShaderEnum distribution_enum;
};