Fix cycles wrong volume scatter value in light path node.

Thanks to Thomas for spotting this.

Differential Revision: https://developer.blender.org/D370
This commit is contained in:
Brecht Van Lommel 2014-02-27 21:09:27 +01:00
parent 74ae900c67
commit 4d1159627c
2 changed files with 5 additions and 4 deletions

@ -220,7 +220,6 @@ enum PathRayFlag {
PATH_RAY_GLOSSY = 16,
PATH_RAY_SINGULAR = 32,
PATH_RAY_TRANSPARENT = 64,
PATH_RAY_VOLUME_SCATTER = 128,
PATH_RAY_SHADOW_OPAQUE = 128,
PATH_RAY_SHADOW_TRANSPARENT = 256,
@ -228,6 +227,7 @@ enum PathRayFlag {
PATH_RAY_CURVE = 512, /* visibility flag to define curve segments*/
/* note that these can use maximum 12 bits, the other are for layers */
PATH_RAY_ALL_VISIBILITY = (1|2|4|8|16|32|64|128|256|512),
PATH_RAY_MIS_SKIP = 1024,
@ -235,9 +235,9 @@ enum PathRayFlag {
PATH_RAY_GLOSSY_ANCESTOR = 4096,
PATH_RAY_BSSRDF_ANCESTOR = 8192,
PATH_RAY_SINGLE_PASS_DONE = 16384,
PATH_RAY_VOLUME_SCATTER = 32768,
/* this gives collisions with localview bits
* see: blender_util.h, grr - Campbell */
/* we need layer member flags to be the 20 upper bits */
PATH_RAY_LAYER_SHIFT = (32-20)
};

@ -203,7 +203,6 @@ void OSLShaderManager::shading_system_init()
"glossy", /* PATH_RAY_GLOSSY */
"singular", /* PATH_RAY_SINGULAR */
"transparent", /* PATH_RAY_TRANSPARENT */
"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
"shadow", /* PATH_RAY_SHADOW_OPAQUE */
"shadow", /* PATH_RAY_SHADOW_TRANSPARENT */
@ -212,6 +211,8 @@ void OSLShaderManager::shading_system_init()
"diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
"glossy_ancestor", /* PATH_RAY_GLOSSY_ANCESTOR */
"bssrdf_ancestor", /* PATH_RAY_BSSRDF_ANCESTOR */
"__unused__", /* PATH_RAY_SINGLE_PASS_DONE */
"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
};
const int nraytypes = sizeof(raytypes)/sizeof(raytypes[0]);