Sample as Lamp option for world shaders, to enable multiple importance sampling.
By default lighting from the world is computed solely with indirect light sampling. However for more complex environment maps this can be too noisy, as sampling the BSDF may not easily find the highlights in the environment map image. By enabling this option, the world background will be sampled as a lamp, with lighter parts automatically given more samples. Map Resolution specifies the size of the importance map (res x res). Before rendering starts, an importance map is generated by "baking" a grayscale image from the world shader. This will then be used to determine which parts of the background are light and so should receive more samples than darker parts. Higher resolutions will result in more accurate sampling but take more setup time and memory. Patch by Mike Farnsworth, thanks!
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@@ -16,10 +16,13 @@
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "graph.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "nodes.h"
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#include "shader.h"
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#include "blender_sync.h"
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#include "blender_util.h"
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@@ -152,6 +155,35 @@ void BlenderSync::sync_light(BL::Object b_parent, int b_index, BL::Object b_ob,
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light->tag_update(scene);
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}
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void BlenderSync::sync_background_light()
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{
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BL::World b_world = b_scene.world();
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PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
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bool sample_as_light = get_boolean(cworld, "sample_as_light");
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if(sample_as_light) {
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/* test if we need to sync */
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Light *light;
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ObjectKey key(b_world, 0, b_world);
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if(light_map.sync(&light, b_world, b_world, key) ||
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world_recalc ||
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b_world.ptr.data != world_map)
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{
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light->type = LIGHT_BACKGROUND;
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light->map_resolution = get_int(cworld, "sample_map_resolution");
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light->shader = scene->default_background;
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light->tag_update(scene);
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light_map.set_recalc(b_world);
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}
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}
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world_map = b_world.ptr.data;
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world_recalc = false;
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}
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/* Object */
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void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint layer_flag)
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@@ -263,6 +295,8 @@ void BlenderSync::sync_objects(BL::SpaceView3D b_v3d)
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}
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}
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sync_background_light();
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/* handle removed data and modified pointers */
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if(light_map.post_sync())
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scene->light_manager->tag_update(scene);
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