Block a user
Fix: artifacts at volume self-intersection
If the same object is not found again, insert_pos
would be 0, and we would shift all the entries. So I assign i
in this case to avoid the shift because the position doesn't matter.
Filtering After Shading / Stochastic Texture Evaluation
Fix: difference of transmissive closures in EEVEE blended and dithered mode
Fix: difference of transmissive closures in EEVEE blended and dithered mode
I think the proper way would be to pick the closure twice using different random numbers, and multiply the resolved result. This way we are estimating the square of the sums. Potential problem is…
Eevee: (Regression) Translucenct BSDF in
Blended
mode not rendering correctly
Fix #125219: Transmissive BSDF different in Blended and Dithered mode
Fix: difference of transmissive closures in EEVEE blended and dithered mode
Ok so this fix is also biased, because we are computing the sum of squares, which is not the same as the square of sums
Fix #125219: Transmissive BSDF different in Blended and Dithered mode
Fix: difference of transmissive closures in EEVEE blended and dithered mode
EEVEE should either have the option to test everything with both dithered and blended mode, or have some dedicated test as the attached one: