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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-29 18:40:43 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-01-07 18:03:41 +0400
commit01df756bd10709bb707d4f88f14c50e5680d05a5 (patch)
tree62d1374ada6e9c62bae736a7e0e62a6cb2c0a14d /intern/cycles/render/integrator.h
parentb174e7b0b89d0e03a20a11f4a754029689af56a9 (diff)
Cycles Volume Render: scattering support.
This is done by adding a Volume Scatter node. In many cases you will want to add together a Volume Absorption and Volume Scatter node with the same color and density to get the expected results. This should work with branched path tracing, mixing closures, overlapping volumes, etc. However there's still various optimizations needed for sampling. The main missing thing from the volume branch is the equiangular sampling for homogeneous volumes. The heterogeneous scattering code was arranged such that we can use a single stratified random number for distance sampling, which gives less noise than pseudo random numbers for each step. For volumes where the color is textured there still seems to be something off, needs to be investigated.
Diffstat (limited to 'intern/cycles/render/integrator.h')
-rw-r--r--intern/cycles/render/integrator.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/intern/cycles/render/integrator.h b/intern/cycles/render/integrator.h
index d9e49d5906e..cc4a28a4e54 100644
--- a/intern/cycles/render/integrator.h
+++ b/intern/cycles/render/integrator.h
@@ -33,6 +33,7 @@ public:
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
+ int max_volume_bounce;
bool probalistic_termination;
int transparent_min_bounce;
@@ -59,6 +60,7 @@ public:
int ao_samples;
int mesh_light_samples;
int subsurface_samples;
+ int volume_samples;
enum Method {
BRANCHED_PATH = 0,