Fix T52229: Shadow Catcher artifacts when under transparency

Added some extra tirckery to avoid background being tinted dark with transparent
surface. Maybe a bit hacky, but seems to work fine.
This commit is contained in:
Sergey Sharybin 2017-08-11 09:33:18 +02:00
parent 59a52fef6c
commit bd069a89aa
Notes: blender-bot 2023-02-14 06:45:09 +01:00
Referenced by issue #69410, Shadow catcher receive shadows even if there is no light in the scene
Referenced by issue #52229, Shadow Catcher artifacts when under transparency
6 changed files with 40 additions and 23 deletions

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@ -21,6 +21,9 @@ CCL_NAMESPACE_BEGIN
* BSDF evaluation result, split per BSDF type. This is used to accumulate
* render passes separately. */
ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg,
const ShaderData *sd);
ccl_device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 value, int use_light_pass)
{
#ifdef __PASSES__
@ -223,6 +226,7 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
L->shadow_background_color = make_float3(0.0f, 0.0f, 0.0f);
L->shadow_radiance_sum = make_float3(0.0f, 0.0f, 0.0f);
L->shadow_throughput = 0.0f;
L->shadow_transparency = 1.0f;
#endif
#ifdef __DENOISING_FEATURES__
@ -398,10 +402,11 @@ ccl_device_inline void path_radiance_accum_total_light(
#endif
}
ccl_device_inline void path_radiance_accum_background(PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 value)
ccl_device_inline void path_radiance_accum_background(
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 value)
{
#ifdef __PASSES__
if(L->use_light_pass) {
@ -421,9 +426,7 @@ ccl_device_inline void path_radiance_accum_background(PathRadiance *L,
#ifdef __SHADOW_TRICKS__
if(state->flag & PATH_RAY_STORE_SHADOW_INFO) {
L->path_total += throughput * value;
if(state->flag & PATH_RAY_SHADOW_CATCHER_ONLY) {
L->path_total_shaded += throughput * value;
}
L->path_total_shaded += throughput * value * L->shadow_transparency;
}
#endif
@ -671,7 +674,7 @@ ccl_device_inline float path_radiance_sum_shadow(const PathRadiance *L)
if(path_total != 0.0f) {
return path_total_shaded / path_total;
}
return 1.0f;
return L->shadow_transparency;
}
/* Calculate final light sum and transparency for shadow catcher object. */

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@ -320,8 +320,12 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
#endif /* __BRANCHED_PATH__ */
#ifdef __SHADOW_TRICKS__
if(!(sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
state->flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
if(!(sd->object_flag & SD_OBJECT_SHADOW_CATCHER) &&
(state->flag & PATH_RAY_SHADOW_CATCHER))
{
/* Only update transparency after shadow catcher bounce. */
L->shadow_transparency *=
average(shader_bsdf_transparency(kg, sd));
}
#endif /* __SHADOW_TRICKS__ */
@ -647,7 +651,6 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
if(state.flag & PATH_RAY_CAMERA) {
state.flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_SHADOW_CATCHER_ONLY |
PATH_RAY_STORE_SHADOW_INFO);
if(!kernel_data.background.transparent) {
L->shadow_background_color =
@ -657,8 +660,10 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
L->shadow_throughput = average(throughput);
}
}
else {
state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
else if(state.flag & PATH_RAY_SHADOW_CATCHER) {
/* Only update transparency after shadow catcher bounce. */
L->shadow_transparency *=
average(shader_bsdf_transparency(kg, &sd));
}
#endif /* __SHADOW_TRICKS__ */

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@ -119,6 +119,9 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
PathState ps = *state;
float3 tp = throughput;
Ray bsdf_ray;
#ifdef __SHADOW_TRICKS__
float shadow_transparency = L->shadow_transparency;
#endif
if(!kernel_branched_path_surface_bounce(kg,
&bsdf_rng,
@ -149,6 +152,10 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
* for the next samples */
path_radiance_sum_indirect(L);
path_radiance_reset_indirect(L);
#ifdef __SHADOW_TRICKS__
L->shadow_transparency = shadow_transparency;
#endif
}
}
}
@ -500,7 +507,6 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
#ifdef __SHADOW_TRICKS__
if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
state.flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_SHADOW_CATCHER_ONLY |
PATH_RAY_STORE_SHADOW_INFO);
if(!kernel_data.background.transparent) {
L->shadow_background_color =
@ -509,8 +515,10 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
L->shadow_throughput = average(throughput);
}
else {
state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
else if(state.flag & PATH_RAY_SHADOW_CATCHER) {
/* Only update transparency after shadow catcher bounce. */
L->shadow_transparency *=
average(shader_bsdf_transparency(kg, &sd));
}
#endif /* __SHADOW_TRICKS__ */

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@ -669,7 +669,7 @@ ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughn
}
}
ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd)
{
if(sd->flag & SD_HAS_ONLY_VOLUME)
return make_float3(1.0f, 1.0f, 1.0f);
@ -677,7 +677,7 @@ ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
const ShaderClosure *sc = &sd->closure[i];
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
eval += sc->weight;

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@ -351,8 +351,7 @@ enum PathRayFlag {
PATH_RAY_DIFFUSE_ANCESTOR = (1 << 16),
PATH_RAY_SINGLE_PASS_DONE = (1 << 17),
PATH_RAY_SHADOW_CATCHER = (1 << 18),
PATH_RAY_SHADOW_CATCHER_ONLY = (1 << 19),
PATH_RAY_STORE_SHADOW_INFO = (1 << 20),
PATH_RAY_STORE_SHADOW_INFO = (1 << 19),
};
/* Closure Label */
@ -529,6 +528,7 @@ typedef ccl_addr_space struct PathRadiance {
*/
float3 shadow_radiance_sum;
float shadow_throughput;
float shadow_transparency;
#endif
#ifdef __DENOISING_FEATURES__

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@ -127,7 +127,6 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
if(state->flag & PATH_RAY_CAMERA) {
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
state->flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_SHADOW_CATCHER_ONLY |
PATH_RAY_STORE_SHADOW_INFO);
if(!kernel_data.background.transparent) {
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
@ -141,8 +140,10 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
L->shadow_throughput = average(throughput);
}
}
else {
state->flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
else if(state->flag & PATH_RAY_SHADOW_CATCHER) {
/* Only update transparency after shadow catcher bounce. */
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
L->shadow_transparency *= average(shader_bsdf_transparency(kg, sd));
}
#endif /* __SHADOW_TRICKS__ */