This is a build of the latest release of Storm's Volumetrics implementation. Building was quite a pain on MSVC, it compiled like 6 hours.
To use it, just add a Transparent BSDF shader to the surface material output and a Volume BSDF shader to the volume material output, that's all. You can use it for both, object materials and world material.
Cuda isn't supposed to work so don't bother, just switch to CPU.
Unfortunately I had to disable Spectral Rendering too, since it gave compile errors. Make sure you check "No Spectral Sampling" in Render panel, otherwise the viewport might stay black. The rest should work as expected.
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