forked from bartvdbraak/blender
Brecht Van Lommel
e369a5c485
This is the simplest possible volume rendering case, constant density inside the volume and no scattering or emission. My plan is to tweak, verify and commit more volume rendering effects one by one, doing it all at once makes it difficult to verify correctness and track down bugs. Documentation is here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume Currently this hooks into path tracing in 3 ways, which should get us pretty far until we add more advanced light sampling. These 3 hooks are repeated in the path tracing, branched path tracing and transparent shadow code: * Determine active volume shader at start of the path * Change active volume shader on transmission through a surface * Light attenuation over line segments between camera, surfaces and background This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself. |
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addons@c50944e808 | ||
addons_contrib@31545d25c9 | ||
freestyle/style_modules | ||
modules | ||
presets | ||
startup | ||
templates_osl | ||
templates_py |