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authorMatt Ebb <matt@mke3.net>2011-06-06 02:35:37 +0400
committerMatt Ebb <matt@mke3.net>2011-06-06 02:35:37 +0400
commit5922b6950183f28de9143b326385507e46f264ff (patch)
tree67db14778425c10b7e285601ae28cbcf33efec6f /source/blender/render
parenta1c22262fef25de91dbafd7b401e349538dc3d61 (diff)
Fix [#27438] Volume Material Density Inaccuracy
Lower density limit for shading optimisation was set too high
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/volumetric.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index 09422af7c79..c4e741b6c61 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -605,7 +605,7 @@ static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float
for (; t0 < t1; pt0 = t0, t0 += stepsize) {
const float density = vol_get_density(shi, p);
- if (density > 0.01f) {
+ if (density > 0.00001f) {
float scatter_col[3] = {0.f, 0.f, 0.f}, emit_col[3];
const float stepd = (t0 - pt0) * density;