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author | Matt Ebb <matt@mke3.net> | 2011-06-06 02:35:37 +0400 |
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committer | Matt Ebb <matt@mke3.net> | 2011-06-06 02:35:37 +0400 |
commit | 5922b6950183f28de9143b326385507e46f264ff (patch) | |
tree | 67db14778425c10b7e285601ae28cbcf33efec6f /source/blender/render | |
parent | a1c22262fef25de91dbafd7b401e349538dc3d61 (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.c | 2 |
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; |