MLT: Increase the sample count for the direct illumination pass when the camera has out of focus blur
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e6fcc6a8ae
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96379a07a9
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@ -36,15 +36,15 @@ ref<Bitmap> BidirectionalUtils::renderDirectComponent(Scene *scene, int sceneRes
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/* Render the direct illumination component separately */
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ref<Bitmap> directImage = new Bitmap(Bitmap::ERGBA, Bitmap::EFloat32, film->getCropSize());
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bool hasMedia = scene->getMedia().size() > 0;
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bool hasDOF = scene->getSensor()->needsApertureSample();
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size_t pixelSamples = directSamples;
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Properties integratorProps(hasMedia ? "volpath" : "direct");
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if (hasMedia) {
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/* Render with a volumetric path tracer */
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if (hasMedia || hasDOF) {
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integratorProps.setInteger("maxDepth", 2);
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} else {
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/* No participating media-> we can use the 'direct' plugin, which has
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somewhat better control over where to place shading/pixel samples */
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/* No participating media / DoF -> we can more carefully
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distribute samples between shading and visibility */
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int shadingSamples = 1;
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while (pixelSamples > 8) {
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pixelSamples /= 2;
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