Blender Git Commit Log

Git Commits -> Revision 5fa6813

Revision 5fa6813 by Brecht Van Lommel (master)
June 14, 2014, 11:49 (GMT)
Cycles: volume sampling method can now be set per material/world.

This gives you "Multiple Importance", "Distance" and "Equiangular" choices.

What multiple importance sampling does is make things more robust to certain
types of noise at the cost of a bit more noise in cases where the individual
strategies are always better.

So if you've got a pretty dense volume that's lit from far away then distance
sampling is usually more efficient. If you've got a light inside or near the
volume then equiangular sampling is better. If you have a combination of both,
then the multiple importance sampling will be better.

Commit Details:

Full Hash: 5fa68133c986be521e06b1f2558a33e56d27b98b
Parent Commit: a29807c
Lines Changed: +112, -51

10 Modified Paths:

/intern/cycles/blender/addon/properties.py (+17, -12) (Diff)
/intern/cycles/blender/addon/ui.py (+27, -19) (Diff)
/intern/cycles/blender/blender_shader.cpp (+2, -0) (Diff)
/intern/cycles/blender/blender_sync.cpp (+0, -1) (Diff)
/intern/cycles/kernel/kernel_path.h (+11, -2) (Diff)
/intern/cycles/kernel/kernel_types.h (+10, -6) (Diff)
/intern/cycles/kernel/kernel_volume.h (+39, -6) (Diff)
/intern/cycles/render/integrator.cpp (+0, -5) (Diff)
/intern/cycles/render/shader.cpp (+5, -0) (Diff)
/intern/cycles/render/shader.h (+1, -0) (Diff)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021