There was a check for volume bounces at every surface intersection. That could lead to a volume scattered path being terminated
when passing through a transparent surface. This check was superfluous, as the volume shader evaluation already checks the
number of volume bounces and once it passes the max, volume shaders will not return scatter events any more.
Details
Details
- Reviewers
Brecht Van Lommel (brecht) - Group Reviewers
Cycles - Maniphest Tasks
- T53914: Transparency swallows volume scatter bounce
- Commits
- rBS3c852ba0741f: Fix T53914: Volumetric scattering now goes correctly through transparent…
rC177afacea6d6: Fix T53914: Volumetric scattering now goes correctly through transparent…
rB3c852ba0741f: Fix T53914: Volumetric scattering now goes correctly through transparent…
Diff Detail
Diff Detail
- Repository
- rB Blender
Event Timeline
Comment Actions
Looks good to me.
This reminds me we're not doing Russian roulette termination for volume bounces yet, we really should.