* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributors: Matt Ebb
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include <stdio.h>
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Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
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#include "BLI_arithb.h"
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* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
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#include "BLI_kdtree.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
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#include "BKE_object.h"
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#include "BKE_particle.h"
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* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
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#include "DNA_texture_types.h"
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#include "DNA_particle_types.h"
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#include "render_types.h"
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2008-09-29 07:56:41 +00:00
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#include "renderdatabase.h"
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* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
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#include "texture.h"
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static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, ParticleSystem *psys)
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{
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DerivedMesh* dm;
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ParticleKey state;
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float cfra=bsystem_time(ob,(float)G.scene->r.cfra,0.0);
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int i, childexists;
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Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
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float partco[3];
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float obview[4][4];
|
|
|
|
|
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
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/* init crap */
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if (!psys || !ob || !pd) return;
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Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
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Mat4MulMat4(obview, re->viewinv, ob->obmat);
|
|
|
|
|
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
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/* Just to create a valid rendering context */
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psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, 0);
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dm = mesh_create_derived_render(ob,CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL);
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dm->release(dm);
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if ( !psys_check_enabled(ob, psys) ){
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psys_render_restore(ob, psys);
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return;
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}
|
|
|
|
|
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
/* in case ob->imat isn't up-to-date */
|
|
|
|
|
Mat4Invert(ob->imat, ob->obmat);
|
|
|
|
|
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
pd->point_tree = BLI_kdtree_new(psys->totpart+psys->totchild);
|
|
|
|
|
|
|
|
|
|
if (psys->totchild > 0 && !(psys->part->draw & PART_DRAW_PARENT))
|
|
|
|
|
childexists = 1;
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < psys->totpart + psys->totchild; i++) {
|
|
|
|
|
|
|
|
|
|
state.time = cfra;
|
|
|
|
|
if(psys_get_particle_state(ob, psys, i, &state, 0)) {
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
|
|
|
|
|
VECCOPY(partco, state.co);
|
|
|
|
|
|
2008-09-29 07:56:41 +00:00
|
|
|
if (pd->psys_cache_space == TEX_PD_OBJECTSPACE)
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
Mat4MulVecfl(ob->imat, partco);
|
2008-09-29 07:56:41 +00:00
|
|
|
else if (pd->psys_cache_space == TEX_PD_OBJECTLOC) {
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
float obloc[3];
|
|
|
|
|
VECCOPY(obloc, ob->loc);
|
|
|
|
|
VecSubf(partco, partco, obloc);
|
|
|
|
|
} else {
|
2008-09-29 07:56:41 +00:00
|
|
|
/* TEX_PD_WORLDSPACE */
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
}
|
|
|
|
|
|
2008-09-29 07:56:41 +00:00
|
|
|
BLI_kdtree_insert(pd->point_tree, i, partco, NULL);
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BLI_kdtree_balance(pd->point_tree);
|
|
|
|
|
psys_render_restore(ob, psys);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2008-09-29 07:56:41 +00:00
|
|
|
static void pointdensity_cache_object(Render *re, PointDensity *pd, ObjectRen *obr)
|
|
|
|
|
{
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
if (!obr || !pd) return;
|
|
|
|
|
if(!obr->vertnodes) return;
|
|
|
|
|
|
|
|
|
|
/* in case ob->imat isn't up-to-date */
|
|
|
|
|
Mat4Invert(obr->ob->imat, obr->ob->obmat);
|
|
|
|
|
|
|
|
|
|
pd->point_tree = BLI_kdtree_new(obr->totvert);
|
|
|
|
|
|
|
|
|
|
for(i=0; i<obr->totvert; i++) {
|
|
|
|
|
float ver_co[3];
|
|
|
|
|
VertRen *ver= RE_findOrAddVert(obr, i);
|
|
|
|
|
|
|
|
|
|
VECCOPY(ver_co, ver->co);
|
|
|
|
|
|
|
|
|
|
if (pd->ob_cache_space == TEX_PD_OBJECTSPACE) {
|
|
|
|
|
Mat4MulVecfl(re->viewinv, ver_co);
|
|
|
|
|
Mat4MulVecfl(obr->ob->imat, ver_co);
|
|
|
|
|
} else {
|
|
|
|
|
/* TEX_PD_WORLDSPACE */
|
|
|
|
|
Mat4MulVecfl(re->viewinv, ver_co);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BLI_kdtree_insert(pd->point_tree, i, ver_co, NULL);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BLI_kdtree_balance(pd->point_tree);
|
|
|
|
|
|
|
|
|
|
}
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
static void cache_pointdensity(Render *re, Tex *tex)
|
|
|
|
|
{
|
|
|
|
|
PointDensity *pd = tex->pd;
|
|
|
|
|
|
|
|
|
|
if (pd->point_tree) {
|
|
|
|
|
BLI_kdtree_free(pd->point_tree);
|
|
|
|
|
pd->point_tree = NULL;
|
|
|
|
|
}
|
|
|
|
|
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
if (pd->source == TEX_PD_PSYS) {
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
ParticleSystem *psys;
|
|
|
|
|
Object *ob = pd->object;
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
for(psys=ob->particlesystem.first, i=0; i< pd->psysindex-1; i++)
|
|
|
|
|
psys= psys->next;
|
|
|
|
|
|
|
|
|
|
if (!ob || !psys) return;
|
|
|
|
|
|
|
|
|
|
pointdensity_cache_psys(re, pd, ob, psys);
|
|
|
|
|
}
|
2008-09-29 07:56:41 +00:00
|
|
|
else if (pd->source == TEX_PD_OBJECT) {
|
|
|
|
|
Object *ob = pd->object;
|
|
|
|
|
ObjectRen *obr;
|
|
|
|
|
int found=0;
|
|
|
|
|
|
|
|
|
|
/* find the obren that corresponds to the object */
|
|
|
|
|
for (obr=re->objecttable.first; obr; obr=obr->next) {
|
|
|
|
|
if (obr->ob == ob) {
|
|
|
|
|
found=1;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!found) return;
|
|
|
|
|
|
|
|
|
|
pointdensity_cache_object(re, pd, obr);
|
|
|
|
|
}
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void free_pointdensity(Render *re, Tex *tex)
|
|
|
|
|
{
|
|
|
|
|
PointDensity *pd = tex->pd;
|
|
|
|
|
|
|
|
|
|
if (pd->point_tree) {
|
|
|
|
|
BLI_kdtree_free(pd->point_tree);
|
|
|
|
|
pd->point_tree = NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void make_pointdensities(Render *re)
|
|
|
|
|
{
|
|
|
|
|
Tex *tex;
|
|
|
|
|
|
|
|
|
|
if(re->scene->r.scemode & R_PREVIEWBUTS)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
re->i.infostr= "Caching Point Densities";
|
|
|
|
|
re->stats_draw(&re->i);
|
|
|
|
|
|
|
|
|
|
for (tex= G.main->tex.first; tex; tex= tex->id.next) {
|
|
|
|
|
if(tex->id.us && tex->type==TEX_POINTDENSITY) {
|
|
|
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cache_pointdensity(re, tex);
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}
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}
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}
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void free_pointdensities(Render *re)
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{
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Tex *tex;
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if(re->scene->r.scemode & R_PREVIEWBUTS)
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return;
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for (tex= G.main->tex.first; tex; tex= tex->id.next) {
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if(tex->id.us && tex->type==TEX_POINTDENSITY) {
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free_pointdensity(re, tex);
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}
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}
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}
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#define MAX_POINTS_NEAREST 25
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int pointdensitytex(Tex *tex, float *texvec, TexResult *texres)
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{
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int rv = TEX_INT;
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PointDensity *pd = tex->pd;
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KDTreeNearest nearest[MAX_POINTS_NEAREST];
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float density=0.0f;
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int n, neighbours=0;
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if ((!pd) || (!pd->point_tree)) {
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texres->tin = 0.0f;
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return 0;
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}
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neighbours = BLI_kdtree_find_n_nearest(pd->point_tree, pd->nearest, texvec, NULL, nearest);
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for(n=1; n<neighbours; n++) {
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if ( nearest[n].dist < pd->radius) {
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float dist = 1.0 - (nearest[n].dist / pd->radius);
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density += 3.0f*dist*dist - 2.0f*dist*dist*dist;
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}
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}
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density /= neighbours;
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density *= 1.0 / pd->radius;
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texres->tin = density;
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/*
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texres->tr = 1.0f;
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texres->tg = 1.0f;
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texres->tb = 0.0f;
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BRICONTRGB;
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texres->ta = 1.0;
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if (texres->nor!=NULL) {
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texres->nor[0] = texres->nor[1] = texres->nor[2] = 0.0f;
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}
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*/
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BRICONT;
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return rv;
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
}
|