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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-29 18:40:43 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-01-07 18:03:41 +0400
commit01df756bd10709bb707d4f88f14c50e5680d05a5 (patch)
tree62d1374ada6e9c62bae736a7e0e62a6cb2c0a14d /intern/cycles/kernel/kernel_emission.h
parentb174e7b0b89d0e03a20a11f4a754029689af56a9 (diff)
Cycles Volume Render: scattering support.
This is done by adding a Volume Scatter node. In many cases you will want to add together a Volume Absorption and Volume Scatter node with the same color and density to get the expected results. This should work with branched path tracing, mixing closures, overlapping volumes, etc. However there's still various optimizations needed for sampling. The main missing thing from the volume branch is the equiangular sampling for homogeneous volumes. The heterogeneous scattering code was arranged such that we can use a single stratified random number for distance sampling, which gives less noise than pseudo random numbers for each step. For volumes where the color is textured there still seems to be something off, needs to be investigated.
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r--intern/cycles/kernel/kernel_emission.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index e0db9435239..1ec116b7635 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -103,7 +103,14 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int
/* evaluate BSDF at shading point */
float bsdf_pdf;
+#ifdef __VOLUME__
+ if(sd->prim != ~0)
+ shader_bsdf_eval(kg, sd, ls.D, eval, &bsdf_pdf);
+ else
+ shader_volume_phase_eval(kg, sd, ls.D, eval, &bsdf_pdf);
+#else
shader_bsdf_eval(kg, sd, ls.D, eval, &bsdf_pdf);
+#endif
if(ls.shader & SHADER_USE_MIS) {
/* multiple importance sampling */