* Did some small tweaks to how density is used with light

cache - it makes some very good improvements clearing up artifacts:

http://mke3.net/blender/devel/rendering/volumetrics/vol_lc_fixed.jpg
This commit is contained in:
Matt Ebb
2008-10-22 09:26:18 +00:00
parent c62c61a413
commit 8a6c82684f

View File

@@ -468,9 +468,6 @@ void vol_get_scattering(ShadeInput *shi, float *scatter, float *co, float stepsi
lar= go->lampren;
if (lar) {
vol_shade_one_lamp(shi, co, lar, lacol, stepsize, density);
VecMulf(lacol, density);
VecAddf(col, col, lacol);
}
}
@@ -539,7 +536,8 @@ static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float
vol_get_precached_scattering_nearest(shi, scatter_col, step_mid);
} else
vol_get_scattering(shi, scatter_col, step_mid, stepsize, density);
VecMulf(scatter_col, density);
VecAddf(d_radiance, emit_col, scatter_col);
/* Lv += Tr * (Lve() + Ld) */