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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 19:56:19 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 19:57:10 +0400
commite369a5c48529864118d49222dde3d530d58ebeae (patch)
tree8d803e5318c57b7bfbdd321da1393e4d71878d35 /intern/cycles/render/scene.cpp
parent133f770ab3e7a6db49562cb73cb7aa5f75cf13f8 (diff)
Cycles Volume Render: support for rendering of homogeneous volume with absorption.
This is the simplest possible volume rendering case, constant density inside the volume and no scattering or emission. My plan is to tweak, verify and commit more volume rendering effects one by one, doing it all at once makes it difficult to verify correctness and track down bugs. Documentation is here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume Currently this hooks into path tracing in 3 ways, which should get us pretty far until we add more advanced light sampling. These 3 hooks are repeated in the path tracing, branched path tracing and transparent shadow code: * Determine active volume shader at start of the path * Change active volume shader on transmission through a surface * Light attenuation over line segments between camera, surfaces and background This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
Diffstat (limited to 'intern/cycles/render/scene.cpp')
-rw-r--r--intern/cycles/render/scene.cpp11
1 files changed, 5 insertions, 6 deletions
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp
index 52e355df382..da790b6fcc9 100644
--- a/intern/cycles/render/scene.cpp
+++ b/intern/cycles/render/scene.cpp
@@ -133,7 +133,6 @@ void Scene::device_update(Device *device_, Progress& progress)
/* The order of updates is important, because there's dependencies between
* the different managers, using data computed by previous managers.
*
- * - Background generates shader graph compiled by shader manager.
* - Image manager uploads images used by shaders.
* - Camera may be used for adapative subdivison.
* - Displacement shader must have all shader data available.
@@ -142,11 +141,6 @@ void Scene::device_update(Device *device_, Progress& progress)
image_manager->set_pack_images(device->info.pack_images);
- progress.set_status("Updating Background");
- background->device_update(device, &dscene, this);
-
- if(progress.get_cancel()) return;
-
progress.set_status("Updating Shaders");
shader_manager->device_update(device, &dscene, this, progress);
@@ -157,6 +151,11 @@ void Scene::device_update(Device *device_, Progress& progress)
if(progress.get_cancel()) return;
+ progress.set_status("Updating Background");
+ background->device_update(device, &dscene, this);
+
+ if(progress.get_cancel()) return;
+
progress.set_status("Updating Camera");
camera->device_update(device, &dscene, this);