Cycles: change Position render pass to be not antialiased
Similar to the Depth, for compositing the interpolated values between a far and near object can be non-sensical.
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@@ -231,12 +231,12 @@ ccl_device_inline void kernel_write_data_passes(KernelGlobals kg,
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const float id = shader_pass_id(kg, sd);
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kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, id);
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}
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if (flag & PASSMASK(POSITION)) {
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const float3 position = sd->P;
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kernel_write_pass_float3(buffer + kernel_data.film.pass_position, position);
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}
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}
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if (flag & PASSMASK(POSITION)) {
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const float3 position = sd->P;
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kernel_write_pass_float3(buffer + kernel_data.film.pass_position, position);
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}
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if (flag & PASSMASK(NORMAL)) {
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const float3 normal = shader_bsdf_average_normal(kg, sd);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, normal);
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