Block a user
2126a456ed
Cleanup: remove unnecessary shader flag in Chiang Hair BSDF
bbb6d356b8
Cleanup: pass shader flag as parameter instead of ShaderData
b255364933
Cleanup: use available function to compute render buffer pointer
0cecd91fb1
Schedule one sample each time, dummy spatial resampling function
ee103bf3bc
Explicitly check for visibility
Cycles: Refraction ray bent depending on geometry density
I agree this is an issue with modeling, namely how the normals are computed.
With geometry node UV sphere, the vertex normals are computed purely from the vertex positions in `calculate_sphere_v…
Fix #120119: Area lamp artifacts in Cycles with light trees
I believe changing sc->N
to sd->N
is the correct fix, as this normal must be consistent for both forward tracing and NEE, and in NEE sc->N
is not available.
Fix #120119: Area lamp artifacts in Cycles with light trees
First, the g < 0
condition is not checking whether a shading normal points inside the mesh, but whether the incoming light is below the geometry normal.
c8e2a6d0ad
Dummy ReSTIR kernel, only calls
film_write_direct_light()
622b30b723
Simple RIS for direct illumination
89dacdebac
Cleanup: reduce code duplication in surface MIS
8c93d3ab58
Cleanup: remove unused function parameters
53e9fb6b78
Fix #117566: Cycles persistent data not updated by device preferences
Weizhen Huang
deleted branch fix-light-tree-volume-p from weizhen/blender
2024-03-27 15:06:18 +01:00
Fix: Cycles volume light tree using wrong point to compute uncertainty angle
Fix: Cycles volume light tree using wrong point to compute uncertainty angle
1ca4574a85
Fix: Cycles volume light tree using wrong point to compute uncertainty angle
72780c3769
Fix: Cycles light tree assertion failing on Intel Mac
896b552672
Fix: Unable to change ID property type to Boolean
f0479e915f
Transform: Implement Snap to Grid mode
b3fe97414a
Fix: Sculpt paint crash after converting active color attribute
Weizhen Huang
deleted branch fix-negative-background from weizhen/blender
2024-03-26 16:24:51 +01:00
Cycles: Tex Coord node plugged directly in a world shader does not affect diffuse rays
Fix #70210: Cycles environment map sampling not accounting for negative values