This was caused by the SSR option resetting the accumulation. But the render passes were only cleared in the init phase. This means that when SSR was resetting the taa_render_sample the actual renderpasses would still contains 1 sample. This means the renderpasses were always divided by the wrong number of samples. The fix is to clear just before accumulation if the sample is 1. The fact that it works for motion blur is kind of a blessing. This is because we check stl->effects->ssr_was_valid_double_buffer before resetting the sampling. So this only happens on the first motion step and does not affect the rest of the rendering. Reviewed by: jbakker Differential Revision: https://developer.blender.org/D11033
3.8 KiB
3.8 KiB