Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
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@@ -30,6 +30,7 @@ ccl_device void svm_node_light_path(ShaderData *sd, float *stack, uint type, uin
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case NODE_LP_singular: info = (path_flag & PATH_RAY_SINGULAR)? 1.0f: 0.0f; break;
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case NODE_LP_reflection: info = (path_flag & PATH_RAY_REFLECT)? 1.0f: 0.0f; break;
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case NODE_LP_transmission: info = (path_flag & PATH_RAY_TRANSMIT)? 1.0f: 0.0f; break;
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case NODE_LP_volume_scatter: info = (path_flag & PATH_RAY_VOLUME_SCATTER)? 1.0f: 0.0f; break;
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case NODE_LP_backfacing: info = (sd->flag & SD_BACKFACING)? 1.0f: 0.0f; break;
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case NODE_LP_ray_length: info = sd->ray_length; break;
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case NODE_LP_ray_depth: info = (float)sd->ray_depth; break;
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