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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-30 01:19:38 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-30 03:04:02 +0400
commit889d77e6f67e8da70a7cd7dcec6eec12bd996d9f (patch)
tree16a27ead241306ceafe3f5741b8c9e65d785f68c /intern/cycles/render/shader.h
parentaf128c4c9655c57b860010746dc7b5707c6520ba (diff)
Cycles Volume Render: heterogeneous (textured) volumes support.
Volumes can now have textured colors and density. There is a Volume Sampling panel in the Render properties with these settings: * Step size: distance between volume shader samples when rendering the volume. Lower values give more accurate and detailed results but also increased render time. * Max steps: maximum number of steps through the volume before giving up, to protect from extremely long render times with big objects or small step sizes. This is much more compute intensive than homogeneous volume, so when you are not using a texture you should enable the Homogeneous Volume option in the material or world for faster rendering. One important missing feature is that Generated texture coordinates are not yet working in volumes, and they are the default coordinates for nearly all texture nodes. So until that works you need to plug in object texture coordinates or a world space position. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 6869a651b46..5f87050fe19 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -62,7 +62,7 @@ public:
/* sampling */
bool use_mis;
bool use_transparent_shadow;
- bool homogeneous_volume;
+ bool heterogeneous_volume;
/* synchronization */
bool need_update;