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authorSergey Sharybin <sergey.vfx@gmail.com>2015-11-24 21:32:56 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-11-25 11:01:22 +0300
commitde35827612f85511aed50b9f05953ad857fe7e1c (patch)
tree01b0f925532c39bca33064657fe86c6ff96c8363 /intern
parent26f1c51ca6fb1cc8d0b9b39781ed50d074e8c84f (diff)
Cycles: Fix wrong volume stack update with SSS object intersecting the volume
There's no need in moving ray at all, stack should always be updated from the original hit point to the scattered one.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/kernel_path_branched.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h
index ee507364b30..cc997e5eb47 100644
--- a/intern/cycles/kernel/kernel_path_branched.h
+++ b/intern/cycles/kernel/kernel_path_branched.h
@@ -187,9 +187,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
kg,
&volume_ray,
hit_state.volume_stack);
-
- /* Move volume ray forward. */
- volume_ray.P = P;
}
#endif