Fix T42621: Glossy world ray visibility affects on transmission rays

There seems to be inconsistency in flags checks in Cycles kernel. In the interface
glossy means "Glossy Reflection" and it is properly taken into  account when doing
visibility check in BVH traversal.

The check in indirect background/light emission was treating this flags as "any of
glossy reflection or transmission" which is kind of weird.

Made it so emission code follows ray visibility assumptions in other parts of the
kernel now.
This commit is contained in:
Sergey Sharybin 2015-01-14 15:33:38 +05:00
parent 90a8aa2dab
commit c8a9a563a7
Notes: blender-bot 2023-06-21 19:23:24 +02:00
Referenced by commit 22dfb50622, Fix T44128: Ray visibility only enables diffuse if glossy is also enabled
Referenced by issue #42621, Unchecking glossy ray option in ray visibility section of World settings also eliminates transmission rays
1 changed files with 2 additions and 2 deletions

View File

@ -188,7 +188,7 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, PathState *st
/* use visibility flag to skip lights */
if(ls.shader & SHADER_EXCLUDE_ANY) {
if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) ||
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
continue;
@ -232,7 +232,7 @@ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, PathState *sta
/* use visibility flag to skip lights */
if(shader & SHADER_EXCLUDE_ANY) {
if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) ||
((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))