Commit Graph

17 Commits

Author SHA1 Message Date
03e1ec988b - Added "anisotropic" rendering for static particle hair strands.
This means the diffuse and specular shaders don't use the normal
  for hair (which is actually undefined, a hair is micro cylinder) but
  it uses the tangent vector (vector in direction of hair).

For Diffuse, it computes a fake normal now, representing the optimal
hair normal pointing towards the light. All current builtin shaders
work with this, including ramps.

For Specular, it uses another formula to remap dot products for all
lines that now use the tangent vector instead of the normal:

dot = vector * tangent
dot = sqrt(1.0 - dot*dot)

Gives better results than using the 'fake' normal for diffuse. Officially
(according the papers) this could be used for diffuse too, but then hair
becomes very flat. Now you can control the flatness easily with ramps or
using Oren-Nayer for example.

Example image (disappears in some weeks)
http://www.blender.org/bf/rt9.jpg

- Added new texture channel "Strand" to apply textures on hairs over the
  length of hair (1 dimensional). Orco now gives 1 fixed coordinate for
  the entire hair, based on where it starts.
  Note; UV doesn't work yet. Nor vertexcolor.

http://www.blender.org/bf/rt10.jpg
2005-09-29 13:19:07 +00:00
8d940dfafe Random() issues with rendering...
- AO and soft shadow AreaLight tables were generated without fixed seed,
  causing animations to give unwanted amounts of noise.
- Made sure these tables now are calculated before render, with fixed seed
- Then found out the BLI_rand() has very bad seeding... it showed up as
  patterns. After some experimenting, found a nice method using noise.c
  hash tables. For compatibility with old code, named it BLI_srandom() to
  use this next to the BLI_srand(). This follows libc rand() and random()
  naming convention.
- Then of course threading should work... so made a BLI_thread_rand version
  of the calls. Now supports up to 16 threads, comments added in .h and .c

Result is stable animation render with AO and soft shadow. But, please
test and feedback!
2005-08-25 13:11:04 +00:00
425f295604 Patch submitted by Jorge Bernal (lordloki) and Jonathan Merritt.
This will add Minneart diffuse and WardIso specular to our shader menu.
Minneart gives nice control over darkness/brightness areas, the wardIso
over 'plastic' style sharp or fuzzy specular.

Webpage is being made with nice samples. Will be in release log.

Jorge: one change is in the do_versions, you inserted it on wrong location.
2005-04-17 17:43:07 +00:00
67eaf69f3f - added mesh_get_derived_render
- cancelled previous commit to add RE_findTFAce, instead just added
   a MemArena to render struct... free'd at end of render, can be used
   to store other data as well
 - switch rendering to using DerivedMesh API... this is slightly more
   inefficient now because it is doing some unnecessary copying. Can
   be fixed by defining a DerivedMesh function to convert the object
   into a render object (on todo list)
2005-03-28 21:49:49 +00:00
983745d102 - renderer currently uses links into tface structures that actually
are owned by mesh (or displistmesh)... this causes problems for
   adapting to systems that build tfaces on the fly. Added RE_findTFace
   function to allow allocating tfaces inside renderer itself.
2005-03-28 19:43:45 +00:00
b3bb3f06ba Some cleaning up of BLI_winstuff.h usage
- removed reference in render.h (really bad, shouldn't include a platform
   specific header so widely unless really necessary)
 - added M_PI, M_PI_2, M_SQRT, M_SQRT_2 defines to BLI_arithb.h... this is
   a better place as it is more the "standard" blender math header. left
   in winstuff.h as well for the moment for simplicity
 - other changes are patches to code so everything works ok with this
   shuffling.
2005-03-19 20:04:25 +00:00
326c0a08a4 Another round of cleanups for render code;
- removed ugly pointerhack from OSA render (negative indices denoted
  pointers). this should solve memory errors when using >1.5 gig mem
- cleaned up usage of zbuffer values. These are signed in Blender, and
  treated as unsigned all over, giving confusing code
- fixed incorrect gamma-adding for halos (caused in after xmas commit)

And bugfix #2101; wire render didn't give correct rendering for mist.
This caused by fact wires are 2D pixel lines, and not correctly filled
in faces. Retrieving the 3d coordinate while render cannot use a face-
equation then. Solved by retrieving 3D coordinate based on zbuffer value.

Still todo here: calculating correct texture coordinates for wire-edges
that are no faces.
2005-01-07 14:11:00 +00:00
66a516dc93 Some weird CVS $id tag line got added on wrong place...? 2004-12-27 20:02:27 +00:00
610cec55c7 Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
  Currently only works with alternating scanlines, but gives excellent
  performance. For both normal render as unified implemented.
  Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
  getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
  OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
  with chars or shorts.
- Made normal render and unified render use same code for sky and halo
  render, giving equal (and better) results for halo render. Old render
  now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
  after render. Using PostProcess menu you will note an immediate re-
  display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options

- Render module is still not having a "nice" API, but amount of dependencies
  went down a lot. Next todo: remove abusive "previewrender" code.
  The last main global in Render (struct Render) now can be re-used for fully
  controlling a render, to allow multiple "instances" of render to open.

- Renderwindow now displays a smal bar on top with the stats, and keeps the
  stats after render too. Including "spare" page support.
  Not only easier visible that way, but also to remove the awkward code that
  was drawing stats in the Info header (extreme slow on some ATIs too)

- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
  defines.

- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
a8ef804146 NEW: Ramp shades for diffuse and specular
http://www.blender3d.org/cms/Ramp_Shaders.348.0.html

Material color and specular now can be defined by a Colorband. The actual
color then is defined during shading based on:
- shade value (like dotproduct)
- energy value (dot product plus light)
- normal
- result of all shading (useful for adding stuff in the end)

Special request from [A]ndy! :)
2004-06-30 18:54:09 +00:00
5bbd35ff05 Turned Sky render code in Blender to become fully float, it still returned
bytes for RGB.
This to allow very bright contrasted images to be used for AO as well. As
a first start also the Texture->Colors panel now allows contrast setting
up to 5.0 (was 2.0).
2004-04-24 20:27:29 +00:00
ec99255c27 Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).

Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.

Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c

Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)

I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.

Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)

So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
9bf630a1f3 WARNING: with makefiles I could not get a stable blender compiled.
do a make clean in source/blender/ to be sure!

- Included the new shaders from Cessen... well, only the shader calls
  themselves. To make sure the shaders work I nicely integrated it

- MaterialButtons: layout changed a bit, but still resembles the old
  layout. The 'shader' options now are located together.

- Shaders are separated in 'diffuse' and 'specular'. You can combine them
  freely.

- diffuse Lambert: old shader
  diffuse Oren Nayar: new shader, gives sandy/silky/skinny material well
  diffuse Toon: for cartoon render

- specular Phong: new spec, traditional 70ies spec
  specular CookTorr: a reduced version of cook torrance shading, does
                     off specular peak well
  specular Blinn: new spec, same features as CookTorr, but with extra
                  'refraction' setting
  specular Toon: new spec for cartoon render

- default blender starts with settings that render compatible!

- works in shaded view and preview-render

- works in unified render

Further little changes:

- removed paranoia compile warnings from render/loader/blenlib

- and the warnings at files I worked at were removed.
2003-07-19 20:31:29 +00:00
f1c4f705a1 Removed the config.h thing from the .h's in the source dir.
So we should be all set now :)

Kent
--
mein@cs.umn.edu
2002-12-27 13:11:01 +00:00
b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00