Fix T49078: Cycles tries to render volume from another render layer when camera is in volume

This commit is contained in:
Sergey Sharybin 2016-08-25 10:55:16 +02:00
parent 3c533be77e
commit 29c733e6f2
Notes: blender-bot 2023-02-14 07:42:01 +01:00
Referenced by issue #49078, When rendering fire in cycles, odd duplicates appear when the camera is located inside the domain
2 changed files with 10 additions and 6 deletions

View File

@ -45,9 +45,9 @@ ccl_device_inline void path_state_init(KernelGlobals *kg,
state->volume_bounce = 0;
if(kernel_data.integrator.use_volumes) {
/* initialize volume stack with volume we are inside of */
kernel_volume_stack_init(kg, stack_sd, ray, state->volume_stack);
/* seed RNG for cases where we can't use stratified samples */
/* Initialize volume stack with volume we are inside of. */
kernel_volume_stack_init(kg, stack_sd, state, ray, state->volume_stack);
/* Seed RNG for cases where we can't use stratified samples .*/
state->rng_congruential = lcg_init(*rng + sample*0x51633e2d);
}
else {

View File

@ -1010,7 +1010,8 @@ ccl_device bool kernel_volume_use_decoupled(KernelGlobals *kg, bool heterogeneou
ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
ShaderData *stack_sd,
Ray *ray,
const PathState *state,
const Ray *ray,
VolumeStack *stack)
{
/* NULL ray happens in the baker, does it need proper initialization of
@ -1031,9 +1032,12 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
return;
}
kernel_assert(state->flag & PATH_RAY_CAMERA);
Ray volume_ray = *ray;
volume_ray.t = FLT_MAX;
const uint visibility = (state->flag & PATH_RAY_ALL_VISIBILITY);
int stack_index = 0, enclosed_index = 0;
#ifdef __VOLUME_RECORD_ALL__
@ -1042,7 +1046,7 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
&volume_ray,
hits,
2*VOLUME_STACK_SIZE,
PATH_RAY_ALL_VISIBILITY);
visibility);
if(num_hits > 0) {
int enclosed_volumes[VOLUME_STACK_SIZE];
Intersection *isect = hits;
@ -1091,7 +1095,7 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
step < 2 * VOLUME_STACK_SIZE)
{
Intersection isect;
if(!scene_intersect_volume(kg, &volume_ray, &isect, PATH_RAY_ALL_VISIBILITY)) {
if(!scene_intersect_volume(kg, &volume_ray, &isect, visibility)) {
break;
}