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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-20 16:22:40 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-22 02:55:32 +0300
commit2d81758aa650256d6b6ed283e43b6c35808ed205 (patch)
treedb336da6924982031bbcc30844b496d600fd407a /intern/cycles/kernel/kernel_volume.h
parent84e92f9b3c50433221a4c30f3a14713d99680f3a (diff)
Cycles: better path termination for transparency.
We now continue transparent paths after diffuse/glossy/transmission/volume bounces are exceeded. This avoids unexpected boundaries in volumes with transparent boundaries. It is also required for MIS to work correctly with transparent surfaces, as we also continue through these in shadow rays. The main visible changes is that volumes will now be lit by the background even at volume bounces 0, same as surfaces. Fixes T53914 and T54103.
Diffstat (limited to 'intern/cycles/kernel/kernel_volume.h')
-rw-r--r--intern/cycles/kernel/kernel_volume.h19
1 files changed, 6 insertions, 13 deletions
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index 7b67a37adc5..3274e05f98e 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -45,7 +45,7 @@ ccl_device_inline bool volume_shader_extinction_sample(KernelGlobals *kg,
float3 *extinction)
{
sd->P = P;
- shader_eval_volume(kg, sd, state, state->volume_stack, PATH_RAY_SHADOW, 0);
+ shader_eval_volume(kg, sd, state, state->volume_stack, PATH_RAY_SHADOW);
if(sd->flag & SD_EXTINCTION) {
*extinction = sd->closure_transparent_extinction;
@@ -64,7 +64,7 @@ ccl_device_inline bool volume_shader_sample(KernelGlobals *kg,
VolumeShaderCoefficients *coeff)
{
sd->P = P;
- shader_eval_volume(kg, sd, state, state->volume_stack, state->flag, kernel_data.integrator.max_closures);
+ shader_eval_volume(kg, sd, state, state->volume_stack, state->flag);
if(!(sd->flag & (SD_EXTINCTION|SD_SCATTER|SD_EMISSION)))
return false;
@@ -76,18 +76,11 @@ ccl_device_inline bool volume_shader_sample(KernelGlobals *kg,
make_float3(0.0f, 0.0f, 0.0f);
if(sd->flag & SD_SCATTER) {
- if(state->bounce < kernel_data.integrator.max_bounce &&
- state->volume_bounce < kernel_data.integrator.max_volume_bounce) {
- for(int i = 0; i < sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i < sd->num_closure; i++) {
+ const ShaderClosure *sc = &sd->closure[i];
- if(CLOSURE_IS_VOLUME(sc->type))
- coeff->sigma_s += sc->weight;
- }
- }
- else {
- /* When at the max number of bounces, clear scattering. */
- sd->flag &= ~SD_SCATTER;
+ if(CLOSURE_IS_VOLUME(sc->type))
+ coeff->sigma_s += sc->weight;
}
}