Commit: ae31b25fb5d2561bee49933ab6ae64194c0cd404
Author: Thomas Dinges
Date:   Sun Aug 24 23:08:07 2014 +0200
Branches: master
https://developer.blender.org/rBae31b25fb5d2561bee49933ab6ae64194c0cd404

Cycles: Fix wrong Volume Scattering in Branched Path integrator, when building 
without Decoupled Ray Marching.

The wrong throughput was used here.

===================================================================

M       intern/cycles/kernel/kernel_path.h

===================================================================

diff --git a/intern/cycles/kernel/kernel_path.h 
b/intern/cycles/kernel/kernel_path.h
index 7af74a7..ab4b5ec 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -908,7 +908,7 @@ ccl_device float4 
kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
                                if(result == VOLUME_PATH_SCATTERED) {
                                        /* todo: support equiangular, MIS and 
all light sampling.
                                         * alternatively get decoupled ray 
marching working on the GPU */
-                                       kernel_path_volume_connect_light(kg, 
rng, &volume_sd, throughput, &state, &L, num_samples_inv);
+                                       kernel_path_volume_connect_light(kg, 
rng, &volume_sd, tp, &state, &L, num_samples_inv);
 
                                        if(kernel_path_volume_bounce(kg, rng, 
&volume_sd, &tp, &ps, &L, &pray)) {
                                                kernel_path_indirect(kg, rng, 
pray, tp*num_samples_inv, num_samples, ps, &L);

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