Commit Graph

247 Commits

Author SHA1 Message Date
Lukas Stockner
17f2cdd104 Cycles: Add thin film iridescence to Principled BSDF
This is an implementation of thin film iridescence in the Principled BSDF based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence".

There are still several open topics that are left for future work:
- Currently, the thin film only affects dielectric Fresnel, not metallic. Properly specifying thin films on metals requires a proper conductive Fresnel term with complex IOR inputs, any attempt of trying to hack it into the F82 model we currently use for the Principled BSDF is fundamentally flawed. In the future, we'll add a node for proper conductive Fresnel, including thin films.
- The F0/F90 control is not very elegantly implemented right now. It fundamentally works, but enabling thin film while using a Specular Tint causes a jump in appearance since the models integrate it differently. Then again, thin film interference is a physical effect, so of course a non-physical tweak doesn't play nicely with it.
- The white point handling is currently quite crude. In short: The code computes XYZ values of the reflectance spectrum, but we'd need the XYZ values of the product of the reflectance spectrum and the neutral illuminant of the working color space. Currently, this is addressed by just dividing by the XYZ values of the illuminant, but it would be better to do a proper chromatic adaptation transform or to use the proper reference curves for the working space instead of the XYZ curves from the paper.

Pull Request: https://projects.blender.org/blender/blender/pulls/118477
2024-05-02 14:28:44 +02:00
Michael Jones
99f5433445 Cycles: Dormant fixes for adaptive feature compilation
This PR fixes the (currently unused) scene-based selective feature compilation macros. These feature based macros haven't been used for a few years, and enabling them currently results in compilation errors.

The only functional change in this PR is in geom/primitive.h where undef-ing `__HAIR__` had exposed an inconsistency in how pointcloud attributes were being fetched. Using the more general `primitive_surface_attribute_float4` (instead of `curve_attribute_float4`) fixed a compilation error that occurred when rendering pointcloud unit test scenes with adaptive compilation enabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/121216
2024-04-30 12:56:22 +02:00
David Murmann
ee51f643b0 Cycles: Ray Portal BSDF
Transport rays that enter to another location in the scene, with
specified ray position and normal. This may be used to render portals
for visual effects, and other production rendering tricks.

This acts much like a Transparent BSDF. Render passes are passed
through, and this is affected by light path max transparent bounces.

Pull Request: https://projects.blender.org/blender/blender/pulls/114386
2024-04-29 12:37:51 +02:00
Weizhen Huang
8e5840359f Refactor: deduplicate assignment of background light group
by ensuring `KernelLight.lightgroup` is properly assigned in
`device_update_light()`. The value is later retrieved via
`lamp_lightgroup(kg, lamp)`.

`light_manager->device_update()` is called after
`background->device_update()`, so the background light group should
already been assigned when `device_update_lights()` is called.

Pull Request: https://projects.blender.org/blender/blender/pulls/120714
2024-04-17 18:49:03 +02:00
Weizhen Huang
2e1380fa0c Cleanup: use available function to compute render buffer pointer
use available `film_pass_pixel_render_buffer()` to access the pointer
to the render buffer.
For shadow state, a similar function `film_pass_pixel_render_buffer_shadow()`
is created, because `shadow_path` instead of `path` is needed.
2024-04-17 18:49:00 +02:00
Weizhen Huang
0c9ce4ba4f Refactor: handle MIS weight in lower-level functions
it is difficult to keep in mind when MIS weight is needed, better to
handle this logic in the lower-level functions.
This reduces code duplication in many places.
2024-04-17 18:49:00 +02:00
Weizhen Huang
418acfe8bb Cleanup: remove unused function parameters
This is not a complete list of all the unused parameters in kernel, but
those I touch often, so I am more confident that it's safe to delete them.
2024-04-17 18:49:00 +02:00
Sergey Sharybin
56cbde568b Fix #120046: Broken render on AMD Metal GPUs
This is a regression since fdc2962beb

The size of state can not be different between CPU and GPU.

This change replaces compile-time condition with a kernel feature
check, which solves the render regression on AMD Metal. It also
minimizes the state size on other GPUs when Light Tree is disabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/120476
2024-04-11 10:51:45 +02:00
Sergey Sharybin
f6bff96ac5 Fix #120119: Area lamp artifacts in Cycles with light trees
This is a regression in 4.1, caused by 36e603c430.

For unbiased MIS weight in light tree, we should use sd->N for
mis_origin_n, since sc->N is not available in NEE.

The change also makes it so we do not sample lights below sd->N even
when bump map correction is disabled. This diverges from the original
idea of giving full control to artists, but ensures the internal math
is happy.

Pull Request: https://projects.blender.org/blender/blender/pulls/120216
2024-04-05 10:11:33 +02:00
Weizhen Huang
1bf467aff6 Cleanup: make format 2024-03-26 09:39:22 +01:00
Alaska
a4f1a52a5c Fix #119903: Cycles compilation on device that don't use the light tree
During the some of the shading for volumetrics, Cycles would try to
write to a variable that does not exist if the device has the
light tree disabled.

At the moment this only impacts AMD GPUs with the Metal backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/119906
2024-03-26 08:20:09 +01:00
Weizhen Huang
fdc2962beb Fix #114634: correlated samples in volume when using equiangular sampling and light tree
The same random number was used when sampling from the volume segment
and from the direct scattering position, causing correlation issues with
light tree.

To solve this problem, we ensure the same light is picked for
volume segment/direct scattering, equiangular/distance sampling by
sampling the light tree only once in volume segment. From the direct
scattering position in volume, we sample a position on the picked light
as usual. If sampling from the light tree fails, we continue with
indirect scattering.
For unbiased MIS weight for forward sampling, we retrieve the `P`, `D`
and `t` used in volume segment for traversing the light tree.

The main changes are:
1. `light_tree_sample()` and `light_distribution_sample()` now only pick
lights. Sampling a position on light is done separately via
`light_sample()`.
2. `light_tree_sample()` is now only called only once from volume
segment. For direct lighting we call `light_sample()`.
3. `light_tree_pdf()` now has a template `<in_volume_segment>`.
4. A new field `emitter_id` is added to struct `LightSample`, which just
stores the picked emitter index.
5. Additional field `previous_dt = ray->tmax - ray->tmin` is added to
`state->ray`, because we need this quantity for computing the pdf.
6. Distant/Background lights are also picked by light tree in volume
segment now, because we have no way to pick them afterwards. The direct
sample event for these lights will be handled by
`VOLUME_SAMPLE_DISTANCE`.
7. Original paper suggests to use the maximal importance, this results
in very poor sampling probability for distant and point lights therefore
excessive noise. We have a minimal importance for surface to balance, we
could do the same for volume but I do not want to spend much time on
this now. Just doing `min_importance = 0.0f` seems to do the job
okayish. This way we still won't sample the light with zero
`max_importance`.

The current solution might perform worse with distance sampling, because
the light tree measure is biased towards equiangular sampling. However,
it is difficult to perform MIS between equiangular and distance sampling
if different lights are picked for each method. This is something we can
look into in the future if proved to be a serious regression.

Pull Request: https://projects.blender.org/blender/blender/pulls/119389
2024-03-25 18:50:52 +01:00
Weizhen Huang
082b68fcb9 Cycles: improve equiangular sampling in volume
By restricting the sample range along the ray to the valid segment.

Supports

**Mesh Light**
- [x] restrict the ray segment to the side with MIS

**Area Light**
- [x] when the spread is zero, find the intersection of the ray and the bounding box/cylinder of the rectangle/ellipse area light beam
- [x] when the spread is non-zero, find the intersection of the ray and the minimal enclosing cone of the area light beam
*note the result is also unbiased when we just consider the cone from the sampled point in volume segment. Far away from the light source it's less noisy than the current solution, but near the light source it's much noisier. We have to restrict the sample region on the area light to the part that lits the ray then, I haven't tried yet to see if it would be less noisy.*

**Point Light**
- [x] the complete ray segment should be valid.

**Spot Light**
- [x] intersect the ray with the spot light cone
- [x] support non-zero radius

Pull Request: https://projects.blender.org/blender/blender/pulls/119438
2024-03-25 13:02:02 +01:00
Weizhen Huang
b81b0308fd Fix: WITH_CYCLES_DEBUG flag not enabled on Metal
seems to be enabled on other GPUs already

Pull Request: https://projects.blender.org/blender/blender/pulls/119701
2024-03-20 16:42:42 +01:00
Weizhen Huang
f5f10201ca Cleanup: remove unused function 2024-03-19 14:48:14 +01:00
Weizhen Huang
8cbc386152 Fix: Cycles NEE not excluding self intersection
which resulted in bias when self intersection is excluded in forward scattering.
Below is a comparison using principled BSDF with emission. NEE and MIS were much brighter.

Pull Request: https://projects.blender.org/blender/blender/pulls/119440
2024-03-15 18:31:24 +01:00
Lukas Stockner
14a8149318 Cleanup: Cycles: Remove unused function 2024-03-02 02:16:54 +01:00
Brecht Van Lommel
1f142b3d44 Fix: Cycles MIS disabled unnecessarily with transparency, causing fireflies
This is a leftover from when there was a global option for transparent
shadows, but since it's now per material this makes no sense anymore.

Solution found by Olivier Maury.

Pull Request: https://projects.blender.org/blender/blender/pulls/117735
2024-02-01 21:23:28 +01:00
Pierrick Bouvier
a3d915310b Build: Fix some excessive Visual Studio compile times
While investigating Blender compilation time for windows-arm64, we
identified two compilation units that were taking a long time to compile
(~1h each). This affects windows-x64 builds as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/117534
2024-01-28 12:12:52 +01:00
Lukas Stockner
b5a9c98e04 Fix #117081: Wrong Roughness when baking Principled BSDF
The pre-4.0 Principled BSDF had a special diffuse BSDF that contained
the roughness value from the node. Since 4.0, the regular Diffuse BSDF is used,
so we need to ignore it when determining the roughness value for baking.
2024-01-23 01:20:12 +01:00
Brecht Van Lommel
dda8d0920a Fix #116211: Cycles light linking incorrect with transparent objects 2024-01-10 18:06:28 +01:00
Sergey Sharybin
4d2f012049 Fix #115862: Shadow linking causes error on GPU
When a mesh light is shadow-linked to something with a specific
shader network it was possible that the emission_sd_storage was
not bit enough for sampling.

The shade_dedicate_light kernel only evaluates emission of either
light or mesh emitter and then resumes the regular path tracer.
There is no need to store closures.

This change makes it so a smaller storage is used, and also
passes flag to the shader evaluation function indicating that
closures are not to be stored.

Pull Request: https://projects.blender.org/blender/blender/pulls/116907
2024-01-08 18:03:23 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Brecht Van Lommel
59f8712040 Merge branch 'blender-v4.0-release' into main 2023-10-11 21:14:05 +02:00
Brecht Van Lommel
09046e8121 Fix #113461: Cycles subsurface artifacts with volume interior
Ignore self for the volume stack update from the the subsurface entry to
the exit point. This was meant for other objects only.
2023-10-11 21:13:28 +02:00
Sergey Sharybin
36e603c430 Cycles: Add option to control smoothing when using bump map
Cycles implements the "Taming the Shadow Terminator" paper by Matt Jen-Yuan
Chiang to solve shadow terminator issues when a bump map is applied, as well
as similar approach for the glossy reflection to ensure ray does not get
reflected to inside of the object.

This correction term is applied unconditionally, which makes it harder to have
full control over shading via normals for stylistic reasons.

This change exposes this corrective term as an option called "Bump Map
Correction" which is available in the shader settings next to the
"Transparent Shadows".

The reason to make it per-shader rather than per-object is to allow flexibility
of a control: it is possible that an object has multiple shaders attached to it,
and only some of them used for bump mapping. Another, and possibly stronger
reason to have it per-shader is ease of assets control: shader brings settings
which are needed for its proper behavior. So if material at some point
decides to take over normals, artists would not need to update settings on
every asset which uses that material.

The option is enabled by default, so there is no changes for existing setups.

Pull Request: https://projects.blender.org/blender/blender/pulls/113480
2023-10-11 15:07:21 +02:00
Brecht Van Lommel
3e3bdc9b89 Shader: rename subsurface scattering methods and change default
Clarify that one was specifically designed for skin shading.

Ref #99447
Ref #112848
2023-09-25 19:50:50 +02:00
Campbell Barton
2721b937fb Cleanup: use braces in headers 2023-09-24 14:52:38 +10:00
Brecht Van Lommel
eadb4ad54d Cleanup: compiler warning 2023-09-21 20:10:01 +02:00
Campbell Barton
d8b8089630 Cleanup: spelling & typo in last commit 2023-09-19 15:53:51 +10:00
Weizhen Huang
e894e6a411 Fix: Cycles: wrong refractive index in path guiding
should be the relative IOR of the outgoing media to the incoming media,
depending on `bsdf->ior` and whether the interaction is refraction.
Reference paper: [Robust Fitting of Parallax-Aware Mixtures for Path Guiding](https://uni-tuebingen.de/fakultaeten/mathematisch-naturwissenschaftliche-fakultaet/fachbereiche/informatik/lehrstuehle/computergrafik/lehrstuhl/veroeffentlichungen/robust-fitting-of-parallax-aware-mixtures-for-path-guiding/) Eq (35)

Pull Request: https://projects.blender.org/blender/blender/pulls/112157
2023-09-18 16:20:48 +02:00
Weizhen Huang
57990ec3fc Refactor: Cycles: adjust microfacet lobe selection pdf by tint
Now that there are different Fresnel types and the reflectance can be tinted,
it is better to sample based on the actually used Fresnel type, instead of
the original Fresnel. This also avoids computing Fresnel multiple times.

Pull Request: https://projects.blender.org/blender/blender/pulls/112158
2023-09-18 15:32:46 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Lukas Stockner
d7aee5a580 Cycles: Tweak Principled BSDF Subsurface parameters
Previously, the Principled BSDF used the Subsurface input to scale the radius.
When it was zero, it used a diffuse closure, otherwise a subsurface closure.
This sort of scaling input makes sense, but it should be specified in distance
units, rather than a 0..1 factor, so this commit changes the unit and renames
the input to Subsurface Scale.

Additionally, it adds support for mixing diffuse and subsurface components.
This is part of e.g. the OpenPBR spec, and the logic behind it is to support
modeling e.g. dirt or paint on top of skin. Before, materials would be either
fully diffuse (radius=0) or fully subsurface.

For typical materials, this mixing factor will be either zero or one
(just like metallic or transmission), but supporting fractional inputs makes
sense for e.g. smooth transitions at boundaries.

Another change is that there is no separate Subsurface Color anymore - before,
this was mixed with the Base Color using the Subsurface input as the factor,
but this was not really useful since that input was generally very small.

And finally, the handling of how the path enters the material for random walk
subsurface scattering is changed. Before, this always used lambertian (diffuse)
transmission, but this caused some problems, like overly white edges.

Instead, two different methods are now used, depending on the selected mode.
In Fixed Radius mode, the code assumes a simple medium boundary, and performs
refraction into the material using the main Roughness and IOR inputs.

Meanwhile, when not using Fixed Radius, the code assumes a more complex
boundary (as typically found on organic materials, e.g. skin), so the entry
bounce has a 50/50 chance of being either diffuse transmission or refraction
using the separate Subsurface IOR input and a fixed roughness of 1.
Credit for this method goes to Christophe Hery.

Pull Request: https://projects.blender.org/blender/blender/pulls/110989
2023-09-13 02:45:33 +02:00
Weizhen Huang
4c6164e292 Cleanup: fix typo in path guiding code 2023-09-08 17:17:12 +02:00
Weizhen Huang
1b7d41eba7 Cleanup: add TODOs in bsdf_microfacet.h 2023-09-08 16:53:26 +02:00
Weizhen Huang
bf82f9442c Cycles: remove defensive sampling in BSDF picking
the motivation was to give closures with low weight a higher pdf to pick
at the first bounce, in case the next interaction has high contribution.
However, there are several issues:

1. this is too much fine-tuned for a specific case, and only works well
when there is a strong contribution after reflection and very little
contribution after the transmission;
2. the logic in `bsdf_microfacet.h` was added when merging reflection
and refraction into a glass closure, since then it doesn't even work
well in the above case when mixed with other closures;
3. The behavior is inconsistent in `bsdf_microfacet_eval()` and
`bsdf_microfacet_sample()`;
4. such cases should be handled by more modern and more general methods
such as path guiding and denoiser;
5. it makes the code flow harder to follow

Delete this trick for now to pick the closures solely based on their
`sample_weight`. Can be added back (with proper fix in
`bsdf_microfacet`) if indeed necessary.
2023-09-08 16:52:42 +02:00
Lukas Stockner
2ac0b36e4e Cycles: Rework component layering in Principled BSDF
Overall, this commit reworks the component layering in the Principled BSDF
in order to ensure that energy is preserved and conserved.

This includes:
- Implementing support for the OSL `layer()` function
- Implementing albedo estimation for some of the closures for layering purposes
  - The specular layer that the Principled BSDF uses has a proper tabulated
    albedo lookup, the others are still approximations
- Removing the custom "Principled Diffuse" and replacing it with the classic
  lambertian Diffuse, since the layering logic takes care of energy now
- Making the merallic component independent of the IOR

Note that this changes the look of the Principled BSDF noticeably in some
cases, but that's needed, since the cases where it looks different are the
ones that strongly violate energy conservation (mostly grazing reflections
with strong Specular).

Pull Request: https://projects.blender.org/blender/blender/pulls/110864
2023-08-10 23:53:37 +02:00
Lukas Stockner
8639bf013c Cycles: Fix MNEE not accounting for closure Fresnel
Previously Glass Fresnel used to get baked into the closure weight,
so the MNEE code could just ignore it.
However, now that it's part of the closure implementation, we need
to account for it in the MNEE throughput calculation as well.
2023-07-22 04:02:14 +02:00
Weizhen Huang
0b3efc9d8c Cleanup: Cycles: remove SHARP distribution internally
this option was already unselectable in the UI, and is treated as GGX
with zero roughness. Upon building the shader graph, we only convert a
closure to `SHARP` when option Filter Glossy is not used and the
roughness is below certain threshold. The benefit is that we can avoid
calling `bsdf_eval()` or return earlier in some cases, but the thresholds
vary across files.
This patch removes `SHARP` closures altogether, and checks if the
roughness value is below a global threshold `BSDF_ROUGHNESS_THRESH`
after blurring, in which case the flag `SD_BSDF_HAS_EVAL` is not set.
The global threshold is set to be `5e-7f` because threshold smaller than
that seems to have caused problem in the past (c6aa0217ac). Also removes
a bunch of functions, variables and arguments that were only there
because we converted closures under certain conditions.

Pull Request: https://projects.blender.org/blender/blender/pulls/109902
2023-07-12 12:36:31 +02:00
Weizhen Huang
a4d792a3ad Cycles/EEVEE: change point light to double-sided sphere light
for energy preservation and better compatibility with other renderes. Ref: #108505

Point light now behaves the same as a spherical mesh light with the same overall energy (scaling from emission strength to power is \(4\pi^2R^2\)).
# Cycles
## Comparison
| Mesh Light | This patch | Previous behavior |
| -------- | -------- | -------- |
| ![mesh_1024](attachments/2900954c-57f8-49c2-b6f3-8fb559b820ac)     | ![sphere_1024](attachments/148241ca-9350-48b6-be04-3933e015424c)     | ![point_1024](attachments/d9b19d54-2b00-4986-ba8c-c4b28f687f09)  |

The behavior stays the same when `radius = 0`.

| This patch | Previous behavior |
| -------- | -------- |
| ![sphere_64](attachments/aa05d59a-146a-4f69-b257-5d09a7f41d4e)     | ![point_64](attachments/69a743be-bc15-454b-92d8-af02f4e8ab07)    |

No obvious performance change observed.

## Sampling
When shading point lies outside the sphere, sample the spanned solid angle uniformly.
When shading point lies inside the sphere, sample spherical direction uniformly when inside volume or the surface is transmissive, otherwise sample cosine-weighted upper hemisphere.
## Light Tree
When shading point lies outside the sphere, treat as a disk light spanning the same solid angle.
When shading point lies inside the sphere, it behaves like a background light, with estimated outgoing radiance
\[L_o=\int f_aL_i\cos\theta_i\mathrm{d}\omega_i=\int f_a\frac{E}{\pi r^2}\cos\theta_i\mathrm{d}\omega_i\approx f_a \frac{E}{r^2}\],
with \(f_a\) being the BSDF and \(E\) `measure.energy` in `light_tree.cpp`.
The importance calculation for `LIGHT_POINT` is
\[L_o=f_a E\cos\theta_i\frac{\cos\theta}{d^2}\].
Consider `min_importance = 0` because maximal incidence angle is \(\pi\), we could substitute \(d^2\) with \(\frac{r^2}{2}\) so the averaged outgoing radiance is \(f_a \frac{E}{r^2}\).
This only holds for non-transmissive surface, but should be fine to use in volume.
# EEVEE
When shading point lies outside the sphere, the sphere light is equivalent to a disk light spanning the same solid angle. The sine of the new half-angle is the tangent of the previous half-angle.
When shading point lies inside the sphere, integrating over the cosine-weighted hemisphere gives 1.0.
## Comparison with Cycles
The plane is diffuse, the blue sphere has specular component.
| Before | |After ||
|---|--|--|--|
|Cycles|EEVEE|Cycles|EEVEE|
|![](attachments/5824c494-0645-461a-b193-d74e02f353b8)|![](attachments/d2e85b53-3c2a-4a9f-a3b2-6e11c6083ce0)|![](attachments/a8dcdd8b-c13c-4fdc-808c-2563624549be)|![](attachments/8c3618ef-1ab4-4210-9535-c85e873f1e45)|

Pull Request: https://projects.blender.org/blender/blender/pulls/108506
2023-06-20 12:23:05 +02:00
Lukas Stockner
a783fe8198 Cycles: Fix some direct lighting leaking into indirect-only bakes
When baking only indirect lighting, light sampling is skipped at the
first bounce. However, light evaluation is still done, so depending
on how the MIS weights end up more or less of the direct lighting
still ends up in the bake.

This is most noticeable with background lighting, but can also be
reproduced with e.g. point lights with a large radius.

Pull Request: https://projects.blender.org/blender/blender/pulls/108955
2023-06-16 03:03:22 +02:00
Campbell Barton
c12994612b License headers: use SPDX-FileCopyrightText in intern/cycles 2023-06-14 16:53:23 +10:00
Lukas Stockner
17db86a03f Merge branch 'blender-v3.6-release' 2023-06-14 01:48:26 +02:00
Lukas Stockner
962331c256 Fix #105555: Cycles: Baking only indirect lighting is broken
The problem here was that when direct light contibutions to baking were
disabled, the kernel just skipped all direct lighting evaluation.

However, at secondary bounces, "direct light" would actually end up
being indirect (since there's an extra bounce along the way), but
we're still skipping it.

Therefore, only apply direct lighting skipping at the first bounce.
2023-06-14 01:42:22 +02:00
Lukas Stockner
0e593dc7f1 Merge branch 'blender-v3.6-release' 2023-06-13 01:56:11 +02:00
Lukas Stockner
4e104d77c7 Fix #108211: Cycles: Correctly split Glass BSDF contributions
So far, each closure in Cycles was either diffuse OR glossy OR
transmissive, and its color and contributions were assigned
to the corresponding direct/indirect/color passes.

However, since Glass is a single closure now, that is no longer enough,
since glass has both a glossy and a transmissive component.

Therefore, this commit adds support for splitting contributions from
the Glass closure between the two types.
For 4.0, we might want to also use this for Principled Hair since it
also technically has both types, but that would be a change from
the existing result so it's not part of 3.6 yet.
2023-06-13 01:34:07 +02:00
Sergey Sharybin
db98d9816c Fix #108342: Regression: Cycles: Light group does not work
A couple of mistakes since the light linking commit:

- The +1 got missed in some of the refactors in the branch
- The order of arguments to the shadow path split was wrong

Pull Request: https://projects.blender.org/blender/blender/pulls/108420
2023-05-30 14:23:06 +02:00
Campbell Barton
12d91d4e60 Cleanup: spelling in comments 2023-05-27 15:24:52 +10:00
Sergey Sharybin
cc25a37bee Fix #108315: Illegal CUDA address with shadow-linked mesh emitters
A mistake in the intersection picking logic: if a mesh was hit at
least one intersection is to be recorded.

Pull Request: https://projects.blender.org/blender/blender/pulls/108320
2023-05-26 17:36:24 +02:00