diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-06-07 20:47:14 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-06-14 15:49:56 +0400 |
commit | 5fa68133c986be521e06b1f2558a33e56d27b98b (patch) | |
tree | 9310d597d7b3f07dd0c4842e971564ef738d75c0 /intern/cycles/render/integrator.cpp | |
parent | a29807cd63b0cba62e664c54ce34e5717ca51a3e (diff) |
Cycles: volume sampling method can now be set per material/world.
This gives you "Multiple Importance", "Distance" and "Equiangular" choices.
What multiple importance sampling does is make things more robust to certain
types of noise at the cost of a bit more noise in cases where the individual
strategies are always better.
So if you've got a pretty dense volume that's lit from far away then distance
sampling is usually more efficient. If you've got a light inside or near the
volume then equiangular sampling is better. If you have a combination of both,
then the multiple importance sampling will be better.
Diffstat (limited to 'intern/cycles/render/integrator.cpp')
-rw-r--r-- | intern/cycles/render/integrator.cpp | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp index ee3419b055c..4a8b490b1ad 100644 --- a/intern/cycles/render/integrator.cpp +++ b/intern/cycles/render/integrator.cpp @@ -101,11 +101,6 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene if(!transparent_shadows) kintegrator->transparent_shadows = false; - if(kintegrator->num_all_lights > 0) - kintegrator->volume_homogeneous_sampling = volume_homogeneous_sampling; - else - kintegrator->volume_homogeneous_sampling = 0; - kintegrator->volume_max_steps = volume_max_steps; kintegrator->volume_step_size = volume_step_size; |