diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-29 02:00:51 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-29 02:20:53 +0400 |
commit | fe222643b4a53fae38bc5ead86551b99abbdc583 (patch) | |
tree | 382d10ebc69d9ac0003ec6451d9e56e88408b358 /intern/cycles/kernel/kernel_shadow.h | |
parent | 077fe03eaf29da93df94d9f3a38c3eb0180364cd (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/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index 80c9da8eab8..4bf063ee185 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -74,7 +74,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * #ifdef __VOLUME__ /* attenuation for last line segment towards light */ if(ps.volume_stack[0].shader != SHADER_NO_ID) - throughput *= kernel_volume_get_shadow_attenuation(kg, &ps, ray); + kernel_volume_get_shadow_attenuation(kg, &ps, ray, &throughput); #endif *shadow *= throughput; @@ -89,7 +89,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * if(ps.volume_stack[0].shader != SHADER_NO_ID) { Ray segment_ray = *ray; segment_ray.t = isect.t; - throughput *= kernel_volume_get_shadow_attenuation(kg, &ps, &segment_ray); + kernel_volume_get_shadow_attenuation(kg, &ps, &segment_ray, &throughput); } #endif @@ -120,7 +120,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * #ifdef __VOLUME__ else if(!result && state->volume_stack[0].shader != SHADER_NO_ID) { /* apply attenuation from current volume shader */ - *shadow *= kernel_volume_get_shadow_attenuation(kg, state, ray); + kernel_volume_get_shadow_attenuation(kg, state, ray, shadow); } #endif #endif |