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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 23:02:40 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 23:12:11 +0400
commit2b39214c4d8811b06545b83c4e42a7578266e2b1 (patch)
tree5cbddb26f8031ff94035f5aff2dc516a2d0359d9 /intern/cycles/kernel/svm/svm.h
parente369a5c48529864118d49222dde3d530d58ebeae (diff)
Cycles Volume Render: add support for overlapping volume objects.
This works pretty much as you would expect, overlapping volume objects gives a more dense volume. What did change is that world volume shaders are now active everywhere, they are no longer excluded inside objects. This may not be desirable and we need to think of better control over this. In some cases you clearly want it to happen, for example if you are rendering a fire in a foggy environment. In other cases like the inside of a house you may not want any fog, but it doesn't seem possible in general for the renderer to automatically determine what is inside or outside of the house. This is implemented using a simple fixed size array of shader/object ID pairs, limited to max 15 overlapping objects. The closures from all shaders are put into a single closure array, exactly the same as if an add shader was used to combine them.
Diffstat (limited to 'intern/cycles/kernel/svm/svm.h')
-rw-r--r--intern/cycles/kernel/svm/svm.h7
1 files changed, 0 insertions, 7 deletions
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index b2be9deb938..96c7cefbcb2 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -188,13 +188,6 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, Shade
float closure_weight = 1.0f;
int offset = sd->shader & SHADER_MASK;
-#ifdef __MULTI_CLOSURE__
- sd->num_closure = 0;
- sd->randb_closure = randb;
-#else
- sd->closure.type = NBUILTIN_CLOSURES;
-#endif
-
while(1) {
uint4 node = read_node(kg, &offset);