Fix T53914: Volumetric scattering now goes correctly through transparent surfaces.

There was a check for volume bounces at every surface intersection. That could lead to a volume scattered path being terminated
when passing through a transparent surface. This check was superfluous, as the volume shader evaluation already checks the
number of volume bounces and once it passes the max, volume shaders will not return scatter events any more.

Reviewers: #cycles, brecht

Reviewed By: #cycles, brecht

Subscribers: brecht, #cycles

Tags: #cycles

Maniphest Tasks: T53914

Differential Revision: https://developer.blender.org/D3024
This commit is contained in:
Stefan Werner 2018-01-27 10:36:22 +01:00
parent 7b29e91711
commit 3c852ba074

@ -179,13 +179,13 @@ ccl_device_inline float path_state_continuation_probability(KernelGlobals *kg,
#endif #endif
} }
else { else {
/* Test max bounces for various ray types. */ /* Test max bounces for various ray types.
The check for max_volume_bounce doesn't happen here but inside volume_shader_sample().
See T53914.
*/
if((state->bounce >= kernel_data.integrator.max_bounce) || if((state->bounce >= kernel_data.integrator.max_bounce) ||
(state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) || (state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) ||
(state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) || (state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) ||
#ifdef __VOLUME__
(state->volume_bounce >= kernel_data.integrator.max_volume_bounce) ||
#endif
(state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce)) (state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce))
{ {
return 0.0f; return 0.0f;