Cycles: change perspective depth pass to be more standard
Now it matches Eevee, OpenGL and other renderers. Panoramic camera depth passes are unchanged, and are still distance from the camera center.
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@@ -194,7 +194,7 @@ ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg,
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average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) {
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if (state->sample == 0) {
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if (flag & PASSMASK(DEPTH)) {
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float depth = camera_distance(kg, sd->P);
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float depth = camera_z_depth(kg, sd->P);
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kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth);
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}
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if (flag & PASSMASK(OBJECT_ID)) {
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