Cycles: Split caustics option, to allow separate control for Reflection and Refraction caustics.

This way artists can only disable/enable refraction or reflection caustics.
See Cycles logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles

Differential revision: https://developer.blender.org/D766
This commit is contained in:
Thomas Dinges
2014-09-05 20:39:35 +02:00
parent cdd1d5a93c
commit 8243c55f14
11 changed files with 71 additions and 30 deletions

View File

@@ -179,7 +179,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
if(!kernel_data.integrator.caustics_reflective && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
@@ -207,7 +207,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
if(!kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
@@ -244,8 +244,10 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
case CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
if(!kernel_data.integrator.caustics_reflective &&
!kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE)) {
break;
}
#endif
/* index of refraction */
float eta = fmaxf(param2, 1e-5f);
@@ -262,12 +264,21 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float sample_weight = sc->sample_weight;
sc = svm_node_closure_get_bsdf(sd, mix_weight*fresnel);
if(sc) {
sc->N = N;
svm_node_glass_setup(sd, sc, type, eta, roughness, false);
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0)
#endif
{
if(sc) {
sc->N = N;
svm_node_glass_setup(sd, sc, type, eta, roughness, false);
}
}
#ifdef __CAUSTICS_TRICKS__
if(!kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
/* refraction */
sc = &sd->closure[sd->num_closure];
sc->weight = weight;
@@ -286,7 +297,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
case CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID:
case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
if(!kernel_data.integrator.caustics_reflective && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);