Fix #36620: sss + indirect light rendering artifacts, due to wrong correlation in
the random numbers.
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@@ -126,7 +126,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
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max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples)));
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}
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max_samples *= (max_bounce + transparent_max_bounce + 2);
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max_samples *= (max_bounce + transparent_max_bounce + 3);
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int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM;
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dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
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