736559f320a8522481e5a859d7b2fd69c109ed3a
Cycles automatically tries to decide if the camera ray should be a surface or a volume + surface camera ray by checking to see if the scene contains a volumetric material, and if it does, is it near where the camera rays are expected to spawn. This step is done during scene intialization. With the OSL camera, it is impratical to predict where the camera rays will spawn during scene intialization, which makes it impratical to predict if the OSL camera ray will spawn near a volumetric object. So this commit marks all OSL cameras as "inside a volume", leading to the spawning of volume + surface camera rays for OSL cameras while the scene contains a volumetric material. This leads to increased render times ranging between 1% - 5% in scenes that use a OSL camera, has a volumetric object in it, and the volumetric object is far away from the camera. Every other scene should see no performance impact. Testing was done on a AMD Ryzen 9 5950X and a NVIDIA GeForce RTX 4090. Pull Request: https://projects.blender.org/blender/blender/pulls/142036
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