Fix Cycles shadow catcher objects influencing each other.
Since all the shadow catchers are already assumed to be in the footage, the shadows they cast on each other are already in the footage too. So don't just let shadow catchers skip self, but all shadow catchers. Another justification is that it should not matter if the shadow catcher is modeled as one object or multiple separate objects, the resulting render should be the same. Differential Revision: https://developer.blender.org/D2763
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@@ -649,7 +649,6 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
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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_background_color =
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indirect_background(kg, &emission_sd, &state, &ray);
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@@ -783,7 +782,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
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#endif /* __SUBSURFACE__ */
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#ifdef __SHADOW_TRICKS__
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*is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER);
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*is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER) != 0;
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#endif /* __SHADOW_TRICKS__ */
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#ifdef __KERNEL_DEBUG__
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