Enhanced performance for Disney materials without subsurface scattering
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@@ -149,7 +149,25 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
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if (path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
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subsurface = 0.0f;
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if (subsurf_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
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if (subsurface < CLOSURE_WEIGHT_CUTOFF) {
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/* diffuse */
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if (diffuse_weight > CLOSURE_WEIGHT_CUTOFF && fabsf(average(baseColor)) > CLOSURE_WEIGHT_CUTOFF) {
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float3 diff_weight = weight * diffuse_weight;
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float diff_sample_weight = fabsf(average(diff_weight));
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DisneyDiffuseBsdf *bsdf = (DisneyDiffuseBsdf*)bsdf_alloc(sd, sizeof(DisneyDiffuseBsdf), diff_weight);
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if (bsdf) {
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bsdf->N = N;
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bsdf->baseColor = baseColor;
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bsdf->roughness = roughness;
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/* setup bsdf */
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ccl_fetch(sd, flag) |= bsdf_disney_diffuse_setup(bsdf);
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}
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}
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}
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else if (subsurf_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
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/* radius * scale */
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float3 radius = make_float3(1.0f, 1.0f, 1.0f) * subsurface;
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/* sharpness */
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@@ -239,7 +257,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
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#ifdef __CAUSTICS_TRICKS__
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if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0) {
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#endif
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if (specular > CLOSURE_WEIGHT_CUTOFF || metallic > CLOSURE_WEIGHT_CUTOFF) {
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if (specular_weight > CLOSURE_WEIGHT_CUTOFF && (specular > CLOSURE_WEIGHT_CUTOFF || metallic > CLOSURE_WEIGHT_CUTOFF)) {
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float3 spec_weight = weight * specular_weight/* * (specular * (1.0f - metallic) + metallic)*/;
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MicrofacetBsdf *bsdf = (MicrofacetBsdf*)bsdf_alloc(sd, sizeof(MicrofacetBsdf), spec_weight);
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