Fix T39284: clamp cycles volume density to be >= 0, to avoid accidental strange shading.

This commit is contained in:
Brecht Van Lommel 2014-04-15 14:33:13 +02:00
parent 97881d06b2
commit 72308669ce
Notes: blender-bot 2023-02-14 10:57:54 +01:00
Referenced by issue #39284, Cycles: Volume Absorption node emit light with negative Density value.
3 changed files with 3 additions and 3 deletions

View File

@ -21,6 +21,6 @@ shader node_absorption_volume(
float Density = 1.0,
output closure color Volume = 0)
{
Volume = ((color(1.0, 1.0, 1.0) - Color) * Density) * absorption();
Volume = ((color(1.0, 1.0, 1.0) - Color) * max(Density, 0.0)) * absorption();
}

View File

@ -22,6 +22,6 @@ shader node_scatter_volume(
float Anisotropy = 0.0,
output closure color Volume = 0)
{
Volume = (Color * Density) * henyey_greenstein(Anisotropy);
Volume = (Color * max(Density, 0.0)) * henyey_greenstein(Anisotropy);
}

View File

@ -498,7 +498,7 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
float density = param1;
float density = fmaxf(param1, 0.0f);
switch(type) {
case CLOSURE_VOLUME_ABSORPTION_ID: {