Cycles: Render volume by ray marching through octrees
One octree per volume per shader based on the density. In preparation for the null scattering
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committed by
Weizhen Huang
parent
4e65ab4490
commit
b2b2d9a4f3
@@ -22,7 +22,8 @@ bool device_kernel_has_shading(DeviceKernel kernel)
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kernel == DEVICE_KERNEL_INTEGRATOR_SHADE_DEDICATED_LIGHT ||
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kernel == DEVICE_KERNEL_SHADER_EVAL_DISPLACE ||
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kernel == DEVICE_KERNEL_SHADER_EVAL_BACKGROUND ||
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kernel == DEVICE_KERNEL_SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY);
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kernel == DEVICE_KERNEL_SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY ||
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kernel == DEVICE_KERNEL_SHADER_EVAL_VOLUME_DENSITY);
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}
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bool device_kernel_has_intersection(DeviceKernel kernel)
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@@ -108,6 +109,8 @@ const char *device_kernel_as_string(DeviceKernel kernel)
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return "shader_eval_background";
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case DEVICE_KERNEL_SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY:
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return "shader_eval_curve_shadow_transparency";
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case DEVICE_KERNEL_SHADER_EVAL_VOLUME_DENSITY:
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return "shader_eval_volume_density";
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/* Film. */
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