Cycles: remove ray offsetting
Remove small ray offsets that were used to avoid self intersection, and leave that to the newly added primitive object/prim comparison. These changes together significantly reduce artifacts on small, large or far away objects. The balance here is that overlapping primitives are not handled well and should be avoided (though this was already an issue). The upside is that this is something a user has control over, whereas the other artifacts had no good manual solution in many cases. There is a known issue where the Blender particle system generates overlapping objects and in turn leads to render differences between CPU and GPU. This will be addressed separately. Differential Revision: https://developer.blender.org/D12954
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@@ -36,8 +36,12 @@ BLACKLIST_GPU = [
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'hair_instancer_uv.blend',
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'hair_length_info.blend',
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'hair_particle_random.blend',
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"hair_transmission.blend",
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'principled_hair_.*.blend',
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'transparent_shadow_hair.*.blend',
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# Inconsistent handling of overlapping objects.
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"T41143.blend",
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"visibility_particles.blend",
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]
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