diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-01-21 16:04:22 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-09 21:58:33 +0300 |
commit | 0df9b2c71517a98760a5e577f434d9d86e4e1910 (patch) | |
tree | eee5839a1e6408af8c0e1766f37e68a8aadfbfb2 /intern/cycles/kernel/closure/bsdf.h | |
parent | 3ab5ef7b4f34f110e4861096428b83b4f9b5efe9 (diff) |
Cycles: random walk subsurface scattering.
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.
This gives much more accurate results for thin features and low density.
Some challenges remain however:
* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
darken the skin on the outside. We may be able to reduce this effect,
or users can compensate for it by reducing the scattering radius in
such areas.
* Sharp corners are quite bright. This matches actual volume rendering
and results in some other renderers, but maybe not so much real world
objects.
Differential Revision: https://developer.blender.org/D3054
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf.h')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf.h | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h index 6f0bdb3fa38..e3beff6675a 100644 --- a/intern/cycles/kernel/closure/bsdf.h +++ b/intern/cycles/kernel/closure/bsdf.h @@ -30,9 +30,7 @@ #include "kernel/closure/bsdf_principled_diffuse.h" #include "kernel/closure/bsdf_principled_sheen.h" #include "kernel/closure/bssrdf.h" -#ifdef __VOLUME__ -# include "kernel/closure/volume.h" -#endif +#include "kernel/closure/volume.h" CCL_NAMESPACE_BEGIN |