The issue was caused by non-watertight nature of intersection, which is now addressed.
Hopefully it doesn't cause any regression caused by uninitialized precalculated storage.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D313
This actually had nothing specific to new split normals, it was an internal limitation
of BI raytracer, which would check against neighbor face shadowing only when they shared
a common vertex, now it also performs checks when both faces have a vertex with a common
"ancestor" (org index).
Note this allows to also fix same issue when using SplitEdges modifier (and potentially
others?), but only when AutoSmooth is enabled (due to some compute/mem overhead, we
do not want to enable this code systematically).
Thanks to Brecht for advices and review!
The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.
Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D272
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.
Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.
Works in single-thread yet, multi-threading would be implemented later.
- define array sizes for functions that take vectors.
- quiet some -Wshadow warnings.
- some copy/paste error in readfile.c made it set the same particle recalc flag twice.