Fix #115998: Cycles volume too dark when shadow ray visibility is off #126139
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Reference: blender/blender#126139
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Delete Branch "weizhen/blender:fix-volume-shadow-visibility"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
when tracing shadow ray through a volume and no hit is registered, we
consider the whole ray segment inside the volume.
However, no hit registered could also happen when the volume is
invisible to shadow ray. We should explicitly check this case and skip
rendering the volume segment instead.
Note that the tests
camera_in_volume_camera_and_volume
andcamera_in_volume_camera_only
fail, because the volume in those scenes are invisible to shadows. With this fix, the volume does not occlude itself and becomes brighter.Correct and consistent way of getting visibility for the current path is to use
path_state_ray_visibility()
.path_state_ray_visibility()
requiresConstIntegratorState
andstate->path
, butvolume_shader_eval()
usesConstIntegratorGenericState
and might requireshadow_state->shadow_path
, I can not call this function directly.I could write a version of the function that is compatible with shadow paths, but what situation does this function resolve? It feels like an overkill, as the
path_flag
is justPATH_RAY_SHADOW
for shadow paths.Ah, there is this difference indeed.
On a quick thought we can move
integrate_intersect_shadow_visibility
topath_state.h
(with an updated name).79c1a7698e
toa5b8165b59
@blender-bot build