Cycles: first step for implementation of non-progressive sampler that handles

direct and indirect lighting differently. Rather than picking one light for each
point on the path, it now loops over all lights for direct lighting. For indirect
lighting it still picks a random light each time.

It gives control over the number of AA samples, and the number of Diffuse, Glossy,
Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample.

This helps tuning render performance/noise and tends to give less noise for renders
dominated by direct lighting.

This sampling mode only works on the CPU, and still needs proper tile rendering
to show progress (will follow tommorrow or so), because each AA sample can be quite
slow now and so the delay between each update wil be too long.
This commit is contained in:
2012-06-13 11:44:48 +00:00
parent dcda234a3d
commit 4ba456d175
14 changed files with 745 additions and 90 deletions

View File

@@ -154,6 +154,7 @@ void BlenderSync::sync_light(BL::Object b_parent, int b_index, BL::Object b_ob,
/* shadow */
PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
light->cast_shadow = get_boolean(clamp, "cast_shadow");
light->samples = get_int(clamp, "samples");
/* tag */
light->tag_update(scene);
@@ -178,6 +179,7 @@ void BlenderSync::sync_background_light()
{
light->type = LIGHT_BACKGROUND;
light->map_resolution = get_int(cworld, "sample_map_resolution");
light->samples = get_int(cworld, "samples");
light->shader = scene->default_background;
light->tag_update(scene);