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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-03-01 01:00:46 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-03-01 03:21:29 +0300
commit7f86afec9d6799e22127c53d9d0805a87462fc08 (patch)
tree566aca7a18e47b45251b10fcb5b4393c0d3562a8 /intern/cycles/kernel/kernel_path_state.h
parent03d10703783a0d233517aac558ac3f0a7d55d302 (diff)
Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that we hit multiple times. It also avoids some noise due to RR previously affecting these surfaces, which shouldn't have been the case and should eventually be fixed for transparent BSDFs as well. For non-volume scenes I found no performance impact on NVIDIA or AMD. For volume scenes the noise decrease and fixed artifacts are worth the little extra render time, when there is any.
Diffstat (limited to 'intern/cycles/kernel/kernel_path_state.h')
-rw-r--r--intern/cycles/kernel/kernel_path_state.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_path_state.h b/intern/cycles/kernel/kernel_path_state.h
index 15d81fcddf4..ff7d1307a6c 100644
--- a/intern/cycles/kernel/kernel_path_state.h
+++ b/intern/cycles/kernel/kernel_path_state.h
@@ -55,6 +55,7 @@ ccl_device_inline void path_state_init(KernelGlobals *kg,
#ifdef __VOLUME__
state->volume_bounce = 0;
+ state->volume_bounds_bounce = 0;
if(kernel_data.integrator.use_volumes) {
/* Initialize volume stack with volume we are inside of. */