osl in Cycles Branched Path Tracing bug #46053

Closed
opened 2015-09-09 05:39:11 +02:00 by jianzwan · 5 comments

System Information
windows8 surface pro3
cpu: i3
GPU: Intel(R) HD Graphics Family ??

Blender Version
2.75a c27589e

osl in Cycles Branched Path Tracing bug
in Path Tracing is perfect
Test.osl

shader test(
    point Point = P,
    output color out = 0.5)
{
    out = color(Point);
}

123.jpg

no volume Absorption
333.jpg

**System Information** windows8 surface pro3 cpu: i3 GPU: Intel(R) HD Graphics Family ?? **Blender Version** 2.75a c27589e osl in Cycles Branched Path Tracing bug in Path Tracing is perfect Test.osl ``` shader test( point Point = P, output color out = 0.5) { out = color(Point); } ``` ![123.jpg](https://archive.blender.org/developer/F231626/123.jpg) no volume Absorption ![333.jpg](https://archive.blender.org/developer/F231629/333.jpg)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @An_Zi

Added subscriber: @An_Zi

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2015-09-09 11:33:49 +02:00

Your setup allows negative colors to occur, which isn't really a good idea and confuses integrators a lot. Such setups might or might now work, depending on particular integrator.

In the interface we're limiting colors to be always positive, but on runtime and especially with scripts it's up to you to make sure you don't produce situations which can't be rendered in a deterministic way.

In this particular case you can simply clamp negative values of point.

So thanks for the report, but archiving it now.

Your setup allows negative colors to occur, which isn't really a good idea and confuses integrators a lot. Such setups might or might now work, depending on particular integrator. In the interface we're limiting colors to be always positive, but on runtime and especially with scripts it's up to you to make sure you don't produce situations which can't be rendered in a deterministic way. In this particular case you can simply clamp negative values of point. So thanks for the report, but archiving it now.
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Reference: blender/blender#46053
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