Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that we hit multiple times. It also avoids some noise due to RR previously affecting these surfaces, which shouldn't have been the case and should eventually be fixed for transparent BSDFs as well. For non-volume scenes I found no performance impact on NVIDIA or AMD. For volume scenes the noise decrease and fixed artifacts are worth the little extra render time, when there is any.
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@@ -55,6 +55,7 @@ ccl_device_inline void path_state_init(KernelGlobals *kg,
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#ifdef __VOLUME__
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state->volume_bounce = 0;
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state->volume_bounds_bounce = 0;
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if(kernel_data.integrator.use_volumes) {
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/* Initialize volume stack with volume we are inside of. */
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