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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-07 20:47:14 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-14 15:49:56 +0400
commit5fa68133c986be521e06b1f2558a33e56d27b98b (patch)
tree9310d597d7b3f07dd0c4842e971564ef738d75c0 /intern/cycles/blender/blender_sync.cpp
parenta29807cd63b0cba62e664c54ce34e5717ca51a3e (diff)
Cycles: volume sampling method can now be set per material/world.
This gives you "Multiple Importance", "Distance" and "Equiangular" choices. What multiple importance sampling does is make things more robust to certain types of noise at the cost of a bit more noise in cases where the individual strategies are always better. So if you've got a pretty dense volume that's lit from far away then distance sampling is usually more efficient. If you've got a light inside or near the volume then equiangular sampling is better. If you have a combination of both, then the multiple importance sampling will be better.
Diffstat (limited to 'intern/cycles/blender/blender_sync.cpp')
-rw-r--r--intern/cycles/blender/blender_sync.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp
index bdb3e20632f..042bbca9497 100644
--- a/intern/cycles/blender/blender_sync.cpp
+++ b/intern/cycles/blender/blender_sync.cpp
@@ -177,7 +177,6 @@ void BlenderSync::sync_integrator()
integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
- integrator->volume_homogeneous_sampling = RNA_enum_get(&cscene, "volume_homogeneous_sampling");
integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
integrator->volume_step_size = get_float(cscene, "volume_step_size");