cb95544e41864280cbf7df315ede5447f3a2a867
Volume scatter might happen before path termination, so need to check transparent bounces and consider shadow an opaque when max transparent bounces are reached. TODO: CPU code seems to have different branching in conditions which made me thinking it does different things with volume attenuation, but from the render results it seems the same exact things are happening there. Worth looking into making simplifying code a bit here to improve readability.
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