I don't think we need this anymore actually, it's probably left over from the old gzip wrap?
I really should of thought of this earlier, but should we be clamping some of these values inside the individual materials instead of the Principled BSDF?
In general, we should only be…
I can't reproduce this anymore, do you still get the error on recent builds?
The download link here seems dead again, does someone still have the file?
In any case, there appear to be at least three open "overlapping volumes cause artifacts" tickets where the issue is…
I've looked into a few of the linked issues, and from what I saw so far, several have the same underlying issue: Overlapping boundary geometry.
To give the short version: When Cycles traces a…
I can't reproduce this in the current main
anymore, maybe the Specular -> IOR Level change fixed it?
To be clear, with the new behavior, with IOR Level 0 the specular reflection is always…
This isn't specific to the Vector pass, currently shadow catchers write all data passes as if they were regular geometry - only Combined is affected.
To be honest, I'm not sure what kind of…
This is due to an optimization that turns Subsurface closures into Diffuse if the path has already encountered a previous diffuse bounce.
The logic behind it is that usually, the indirect…
Should be fixed by #112552, setting Specular=0 now again gives the same render as if IOR was set to 1.0.
I originally left the Roughness as-is since theoretically a user-defined OSL shader could also use bssrdf
. But yeah, we probably want this to be consistent, and we're making breaking changes…
Mostly LGTM, just one minor comment.
I think this should be saturate(base_color)
.