<div dir="ltr"><div><div>Hi Brecht,<br><br>I compiled 4 versions for my employees
yesterday and what can I say: They are amazed! We avoided glossy (glass
& glossy shader) surfaces as they were getting completely black in
the pass but all in all we could see that it's doable and it worked
great so far...<br>
<br></div>I will continue the discussion on <a href="https://developer.blender.org/D524" target="_blank">https://developer.blender.org/D524</a>
to not spam this mailing list, but as they were pushing me to thank you
officially for the fast reaction and patch I'll do this now: Thanks a
lot Brecht, you rock!<br>
<br></div>We can't wait for you to finish it ... see that's what you get when you create a patch for us ;)<br><br>Many greetings,<br>Thomas & the team</div><div class="gmail_extra"><br><br><div class="gmail_quote">
2014-05-12 18:53 GMT+02:00 Thomas Beck <span dir="ltr"><<a href="mailto:software@plasmasolutions.de" target="_blank">software@plasmasolutions.de</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr"><div><div>Hi Brecht,<br><br>I compiled 4 versions for my employees yesterday and what can I say: They are amazed! We avoided glossy (glass & glossy shader) surfaces as they were getting completely black in the pass but all in all we could see that it's doable and it worked great so far...<br>
<br></div>I will continue the discussion on <a href="https://developer.blender.org/D524" target="_blank">https://developer.blender.org/D524</a> to not spam this mailing list, but as they were pushing me to thank you officially for the fast reaction and patch I'll do this now: Thanks a lot Brecht, you rock!<br>
<br></div>We can't wait for you to finish it ... see that's what you get when you create a patch for us ;)<br><br>Many greetings,<br>Thomas & the team<br></div><div class="gmail_extra"><br><br><div class="gmail_quote">
2014-05-12 10:54 GMT+02:00 Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>></span>:<div><div class="h5"><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<p dir="ltr">Avoid transparent surfaces mostly. Besides that, I think just see if it works well enough for the type of scenes that you work with.</p><div><div>
<div class="gmail_quote">On May 11, 2014 7:07 PM, "Thomas Beck" <<a href="mailto:software@plasmasolutions.de" target="_blank">software@plasmasolutions.de</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Brecht, thanks very much for this first attempt ... I will compile it as soon as I come back home this evening - are there any things I should especially be aware of or that I should try to avoid?<br></div>
<div class="gmail_extra">
<br><br><div class="gmail_quote">2014-05-11 15:32 GMT+02:00 Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
I attempted to improve the shadow pass now to take the light shaders<br>
into account, which should make background lights actually useful in<br>
the shadow pass. There's a patch here that you can test:<br>
<a href="https://developer.blender.org/D524" target="_blank">https://developer.blender.org/D524</a><br>
<br>
There's a number of tricky issues to solve there though. I'll see how<br>
far I get with those, not sure if I will have time to solve them.<br>
<div><div><br>
On Sun, May 11, 2014 at 3:29 PM, Brecht Van Lommel<br>
<<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>> wrote:<br>
> On Sun, May 11, 2014 at 11:51 AM, Thomas Beck<br>
> <<a href="mailto:software@plasmasolutions.de" target="_blank">software@plasmasolutions.de</a>> wrote:<br>
>> As Thomas Dinges pointed out it's just a matter of deleting one check in<br>
>> kernel_emission.h to support mesh lights in the shadow pass (or is there<br>
>> more to do, Brecht?).<br>
><br>
> It's actually more complicated than that, due to the way we reuse rays<br>
> for BSDF sampling of lights. Removing the check will give results that<br>
> will be slightly or very wrong depending on the scene setup.<br>
><br>
> Brecht.<br>
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