Commit Graph

13 Commits

Author SHA1 Message Date
Nathan Letwory
a61c41c7a5 doxygen: blender/render tagged. 2011-02-27 19:31:27 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
5d2e08cdee Fix for volume render light cache:
Now the bounding box for the light cache's voxel grid is calculated in 
global space, rather than camera space as it was previously. This fixes
flickering lighting on static volumes with camera motion, caused by
the camera space bounding box changing from frame to frame.
2010-07-22 11:54:12 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
0c0aa79cb9 * crash fix in volume render, less reliance on global R 2009-10-11 23:04:01 +00:00
71b3088596 Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.

Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.

There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering

Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)

More revisions to come later...
2009-09-29 22:01:32 +00:00
740752da12 * Hopefully fix some weird merging business 2009-08-26 06:51:26 +00:00
163d0bb811 * Fix for yesterday's valgrind fix
* Fix for plane material preview render. Now, light cache aborts if there isn't enough volume, and falls back on non-cached single scattering. It still doesn't make much sense to render a plane as a volume, but for now in the preview it will shade the region in between the plane and the checker background.
2009-08-26 06:17:39 +00:00
4893cdc338 2.5 - Warning cleanups (for mingw+scons)
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-08-26 00:38:43 +00:00
8fa180a9b1 * Fix for a small bug where multiple scattering wasn't being enabled properly.
* Also a MSVC compile fix
2009-02-26 00:13:40 +00:00
1ed26fffb8 Volume rendering: multiple scattering
This is mostly a contribution from Raul 'farsthary' Hernandez - an approximation for 
multiple scattering within volumes. Thanks, Raul! Where single scattering considers 
the path from the light to a point in the volume, and to the eye, multiple scattering 
approximates the interactions of light as it bounces around randomly within the 
volume, before eventually reaching the eye.

It works as a diffusion process that effectively blurs the lighting information 
that's already stored within the light cache.

A cloudy sky setup, with single scattering, and multiple scattering:
http://mke3.net/blender/devel/rendering/volumetrics/vol_sky_ss_ms.jpg
http://mke3.net/blender/devel/rendering/volumetrics/sky_ms.blend

To enable it, there is a menu in the volume panel (which needs a bit of cleanup, for 
later), that lets you choose between self-shading methods:

* None: No attenuation of the light source by the volume - light passes straight 
through at full strength
* Single Scattering: (same as previously, with 'self-shading' enabled)
* Multiple Scattering: Uses multiple scattering only for shading information
* Single + Multiple: Adds the multiple scattering lighting on top of the existing 
single scattered light - this can be useful to tweak the strength of the effect, 
while still retaining details in the lighting.

An example of how the different scattering methods affect the visual result:
http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.jpg
http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.blend


The multiple scattering methods introduce 3 new controls when enabled:
* Blur: A factor blending between fully diffuse/blurred lighting, and sharper
* Spread: The range that the diffuse blurred lighting spreads over - similar to a 
blur width. The higher the spread, the slower the processing time.
* Intensity: A multiplier for the multiple scattering light brightness

Here's the effect of multiple scattering on a tight beam (similar to a laser). The 
effect of the 'spread' value is pretty clear here:
http://mke3.net/blender/devel/rendering/volumetrics/ms_spread_laser.jpg

Unlike the rest of the system so far, this part of the volume rendering engine isn't 
physically based, and currently it's not unusual to get non-physical results (i.e. 
much more light being scattered out then goes in via lamps or emit). To counter this, 
you can use the intensity slider to tweak the brightness - on the todo, perhaps there is a more automatic method we can work on for this later on. I'd also like to check 
on speeding this up further with threading too.
2009-01-26 02:42:17 +00:00
92f5c719ae * Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel 
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández 
with some additional tweaks. Thanks, Raúl!

The texture works similar to the existing point density texture, currently it 
only provides intensity information, which can then be mapped (for example) to 
density in a volume material. This is an early version, intended to read the 
voxel format saved by Raúl's command line simulators, in future revisions 
there's potential for making a more full-featured 'Blender voxel file format', 
and also for supporting other formats too.

Note: Due to some subtleties in Raúl's existing released simulators, in  order 
to load them correctly the voxel data texture, you'll need to raise the 
'resolution' value by 2. So if you baked out the simulation at resolution 50, 
enter 52 for the resolution in the texture panel. This can possibly be fixed in 
the simulator later on.

Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, 
probably the easiest way to map it is with and empty, using Map Input -> Object.

Smoke test: http://www.vimeo.com/2449270

One more note, trilinear interpolation seems a bit slow at the moment, we'll 
look into this.

For curiosity, while testing/debugging this, I made a script that exports a mesh 
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, 
rendered as a volume: http://www.vimeo.com/2512028

The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py

* Another smaller thing, brought back early ray termination (was disabled 
previously for debugging) and made it user configurable. It now appears as a new 
value in the volume material: 'Depth Cutoff'. For some background info on what 
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/

* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
e6a903c06e cleaned some code and split volume precaching into a new file 2008-11-15 04:16:46 +00:00