Fix T52021: Shadow catcher renders wrong when catcher object is behind transparent object
Tweaked the path radiance summing and alpha to accommodate for possible contribution of light by transparent surface bounces happening prior to shadow catcher intersection. This commit will change the way how shadow catcher results looks when was behind semi transparent object, but the old result seemed to be fully wrong: there were big artifacts when alpha-overing the result on some actual footage.
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@@ -220,7 +220,9 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
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#ifdef __SHADOW_TRICKS__
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L->path_total = make_float3(0.0f, 0.0f, 0.0f);
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L->path_total_shaded = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow_color = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow_background_color = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow_radiance_sum = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow_throughput = 0.0f;
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#endif
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#ifdef __DENOISING_FEATURES__
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@@ -680,11 +682,12 @@ ccl_device_inline float3 path_radiance_sum_shadowcatcher(KernelGlobals *kg,
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const float shadow = path_radiance_sum_shadow(L);
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float3 L_sum;
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if(kernel_data.background.transparent) {
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*alpha = 1.0f-shadow;
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L_sum = make_float3(0.0f, 0.0f, 0.0f);
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*alpha = 1.0f - L->shadow_throughput * shadow;
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L_sum = L->shadow_radiance_sum;
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}
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else {
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L_sum = L->shadow_color * shadow;
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L_sum = L->shadow_background_color * L->shadow_throughput * shadow +
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L->shadow_radiance_sum;
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}
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return L_sum;
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}
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@@ -643,11 +643,16 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
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#ifdef __SHADOW_TRICKS__
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if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
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if(state.flag & PATH_RAY_CAMERA) {
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state.flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
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state.flag |= (PATH_RAY_SHADOW_CATCHER |
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PATH_RAY_SHADOW_CATCHER_ONLY |
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PATH_RAY_STORE_SHADOW_INFO);
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state.catcher_object = sd.object;
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if(!kernel_data.background.transparent) {
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L->shadow_color = indirect_background(kg, &emission_sd, &state, &ray);
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L->shadow_background_color =
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indirect_background(kg, &emission_sd, &state, &ray);
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}
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L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
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L->shadow_throughput = average(throughput);
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}
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}
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else {
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@@ -499,11 +499,16 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
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#ifdef __SHADOW_TRICKS__
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if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
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state.flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
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state.flag |= (PATH_RAY_SHADOW_CATCHER |
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PATH_RAY_SHADOW_CATCHER_ONLY |
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PATH_RAY_STORE_SHADOW_INFO);
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state.catcher_object = sd.object;
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if(!kernel_data.background.transparent) {
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L->shadow_color = indirect_background(kg, &emission_sd, &state, &ray);
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L->shadow_background_color =
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indirect_background(kg, &emission_sd, &state, &ray);
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}
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L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
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L->shadow_throughput = average(throughput);
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}
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else {
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state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
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@@ -515,7 +515,13 @@ typedef ccl_addr_space struct PathRadiance {
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float3 path_total_shaded;
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/* Color of the background on which shadow is alpha-overed. */
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float3 shadow_color;
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float3 shadow_background_color;
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/* Path radiance sum and throughput at the moment when ray hits shadow
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* catcher object.
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*/
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float3 shadow_radiance_sum;
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float shadow_throughput;
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#endif
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#ifdef __DENOISING_FEATURES__
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@@ -125,13 +125,21 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
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#ifdef __SHADOW_TRICKS__
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if((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
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if(state->flag & PATH_RAY_CAMERA) {
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state->flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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state->flag |= (PATH_RAY_SHADOW_CATCHER |
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PATH_RAY_SHADOW_CATCHER_ONLY |
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PATH_RAY_STORE_SHADOW_INFO);
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state->catcher_object = sd->object;
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if(!kernel_data.background.transparent) {
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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L->shadow_color = indirect_background(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, ray);
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L->shadow_background_color = indirect_background(
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kg,
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&kernel_split_state.sd_DL_shadow[ray_index],
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state,
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ray);
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}
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L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
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L->shadow_throughput = average(throughput);
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}
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}
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else {
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