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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-29 02:00:51 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-29 02:20:53 +0400
commitfe222643b4a53fae38bc5ead86551b99abbdc583 (patch)
tree382d10ebc69d9ac0003ec6451d9e56e88408b358 /intern/cycles/kernel/closure
parent077fe03eaf29da93df94d9f3a38c3eb0180364cd (diff)
Cycles Volume Render: add volume emission support.
This is done using the existing Emission node and closure (we may add a volume emission node, not clear yet if it will be needed). Volume emission only supports indirect light sampling which means it's not very efficient to make small or far away bright light sources. Using direct light sampling and MIS would be tricky and probably won't be added anytime soon. Other renderers don't support this either as far as I know, lamps and ray visibility tricks may be used instead.
Diffstat (limited to 'intern/cycles/kernel/closure')
-rw-r--r--intern/cycles/kernel/closure/volume.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/closure/volume.h b/intern/cycles/kernel/closure/volume.h
index dae24fb03fd..4cf918f32b8 100644
--- a/intern/cycles/kernel/closure/volume.h
+++ b/intern/cycles/kernel/closure/volume.h
@@ -39,7 +39,7 @@ ccl_device int volume_henyey_greenstein_setup(ShaderClosure *sc)
/* clamp anisotropy to avoid delta function */
sc->data0 = signf(sc->data0) * min(fabsf(sc->data0), 1.0f - 1e-3f);
- return SD_BSDF|SD_BSDF_HAS_EVAL;
+ return SD_BSDF|SD_BSDF_HAS_EVAL|SD_VOLUME;
}
ccl_device float3 volume_henyey_greenstein_eval_phase(const ShaderClosure *sc, const float3 I, float3 omega_in, float *pdf)