Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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 /source/blender/blenkernel/intern/node.c
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 'source/blender/blenkernel/intern/node.c')
-rw-r--r--source/blender/blenkernel/intern/node.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 11c27eb0334..6e04f7e0167 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3500,7 +3500,7 @@ static void registerShaderNodes(void)
register_node_type_sh_emission();
register_node_type_sh_holdout();
register_node_type_sh_volume_absorption();
- //register_node_type_sh_volume_scatter();
+ register_node_type_sh_volume_scatter();
register_node_type_sh_subsurface_scattering();
register_node_type_sh_mix_shader();
register_node_type_sh_add_shader();