Fix T91861: Black environment behind shadow catcher
Always sample background pass behind shadow catcher (if the pass exists, of course), regardless of whether shadow catcher will be used as approximate or accurate. Allows to combine accurate shadows into an environment map. Differential Revision: https://developer.blender.org/D12747
This commit is contained in:
parent
fc4886a314
commit
f806bd8261
Notes:
blender-bot
2023-02-14 07:25:51 +01:00
Referenced by issue #91861, shadowcatcher objects appear black in the environment pass, makes it impossible to comp in the environment without rendering a second time with only the environment visible.
|
@ -123,7 +123,7 @@ ccl_device_forceinline void integrator_intersect_shader_next_kernel(
|
|||
#ifdef __SHADOW_CATCHER__
|
||||
const int object_flags = intersection_get_object_flags(kg, isect);
|
||||
if (kernel_shadow_catcher_split(INTEGRATOR_STATE_PASS, object_flags)) {
|
||||
if (kernel_data.film.use_approximate_shadow_catcher && !kernel_data.background.transparent) {
|
||||
if (kernel_data.film.pass_background != PASS_UNUSED && !kernel_data.background.transparent) {
|
||||
INTEGRATOR_STATE_WRITE(path, flag) |= PATH_RAY_SHADOW_CATCHER_BACKGROUND;
|
||||
|
||||
if (use_raytrace_kernel) {
|
||||
|
|
Loading…
Reference in New Issue