forked from bartvdbraak/blender
Cycles: Fix wrong Volume Scattering in Branched Path integrator, when building without Decoupled Ray Marching.
The wrong throughput was used here.
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@ -908,7 +908,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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if(result == VOLUME_PATH_SCATTERED) {
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if(result == VOLUME_PATH_SCATTERED) {
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/* todo: support equiangular, MIS and all light sampling.
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/* todo: support equiangular, MIS and all light sampling.
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* alternatively get decoupled ray marching working on the GPU */
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* alternatively get decoupled ray marching working on the GPU */
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kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L, num_samples_inv);
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kernel_path_volume_connect_light(kg, rng, &volume_sd, tp, &state, &L, num_samples_inv);
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if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
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if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
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kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
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kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
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