SSS + volume rendering error #39823
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Reference: blender/blender#39823
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System Information
Archlinux
Nvidia GTX 460
Blender Version
Broken:
0ed6725
Short description of error
Light emitted from volume/smoke emission does not travel inside materials with SSS though the smoke domain.
Exact steps for others to reproduce the error
Based on cycles_fire_SSS.blend
Sphere
object with the rendered viewport. The SSS will have a sharp falloff at the border of the smoke domain.Changed status to: 'Open'
Added subscriber: @gandalf3
Sorry about the poor title. I meant to say something like "Light emitted from fire does not scatter though the domain boundary", however the "Edit Task" button is disabled..
Added subscriber: @Sergey
volume/smoke emission will not be scattered outside the viewportto SSS + volume rendering errorAdded subscriber: @underhood
Added subscribers: @brecht, @ThomasDinges
Sergey, maybe you have an idea?
This does not happen with a Diffuse shader, or a generic Volume Emission object, so it looks like directly related to the Domain.
When SSS sampling is used to jump from one point on the surface to another, the volume stack is not updated. So if in jumping to another point on the surface a volume was entered or exited, that is not recorded properly.
It is possible to trace a ray between the original shading point and the SSS sampled shading point, and adjust the volume stack as needed (see e.g. the shadow tracing code for how to record the hits along a ray and loop over them updating the volume stack).
The problem is that this is going to introduce a slowdown. It's possible to skip this if there are no volumes at all in the scene of course.
Created a patch for this issue D795.
This issue was referenced by
ccc5983e2b
Changed status from 'Open' to: 'Resolved'
Closed by commit
ccc5983e2b
.