Cycles Volume Render
To Do
- Support BSDFs in volumes
- Material density output (like displacement)
- Gradient of density field = normal, compute like bump mapping
- Multiple scattering approximation with octaves
- Use ray differentials for volume shading
- Verify lamp MIS correctness with volumes and mix of surfaces and
volumes.
- World volumes
- Do we need an option to exclude the world volume from the interior
of objects? Some more general mechanism?
- Very low density should not be optimized out for closures, now there
is a discontinuity.
- Incorrectly connected surface shader to volume socket: detect and
ignore? (#39089)
- Random jitter offset for heterogeneous volumes can use stratified
samples
- Add a user setting for transparency cutoff, as optimization and to
make creating opaque volumes possible without infinite density.
- Ray visibility (partially there)