Commit Graph

3051 Commits

Author SHA1 Message Date
3a347c1caf Just adding some temporary testing code to help try and find a bug. 2008-10-23 01:14:30 +00:00
8a6c82684f * Did some small tweaks to how density is used with light
cache - it makes some very good improvements clearing up artifacts:

http://mke3.net/blender/devel/rendering/volumetrics/vol_lc_fixed.jpg
2008-10-22 09:26:18 +00:00
876368d859 * fix for point density - particle systems weren't being
deformed by lattices
2008-10-22 05:24:41 +00:00
febcbdcfcd Tweaked rendering inside a volume to always return alpha 1.0.
This fixes an issue which darkened the render from inside a 
volume with sky or premul on. Still need to find a good way to
get an alpha value back into the shader (for compositing etc)
without getting the render distorted by premul.
2008-10-22 02:59:33 +00:00
652e4b5225 Point Density:
Replaced 'Sharp' falloff with 'Soft'. This falloff type has 
a variable softness, and can get some quite smooth results. 
It can be useful to get smooth transitions in density when 
you're using particles on a large scale:

http://mke3.net/blender/devel/rendering/volumetrics/pd_falloff_soft.jpg

Also removed 'angular velocity' turbulence source - it
wasn't doing anything useful atm
2008-10-22 01:31:46 +00:00
6f656f6482 fix for a compile error with msvc 2008-10-22 00:26:19 +00:00
094fda8cd9 * Fixed a crash with using light cache on a plane (which doesn't really make sense, but shouldn't crash at least) 2008-10-22 00:09:12 +00:00
7a4e9d97ff Fix for bug #17881: with SSS disabled, SSS materials didn't
render textures, related to other recent bugfix for baking.
2008-10-21 14:46:00 +00:00
b12d9bfa9c * reimplemented some things, hopefully may fix some problems zanqdo was having 2008-10-21 08:21:36 +00:00
97a7b05068 fixed a crash in volume shadows 2008-10-21 06:10:36 +00:00
d335c2dfcf * fixed a memory leak that was happening during preview render 2008-10-21 02:04:29 +00:00
07f072457d * fix for crash after latest light cache commit 2008-10-20 23:12:42 +00:00
9d2fc97827 New volume rendering feature: Light Cache
This was a bit complicated to do, but is working pretty well now, and can make shading significantly faster to render.

This option pre-calculates self-shading information into a 
3d voxel grid before rendering, then uses and interpolates
that data during the main rendering phase, rather than 
calculating shading for each sample. It's an approximation
and isn't as accurate as getting the lighting directly, 
but in many cases it looks very similar and renders much faster.
The voxel grid covers the object's 3D screen-aligned bounding box
so this may not be that useful for large volume regions like a
big range of cloud cover, since you'll need a lot of resolution.

The render time speaks for itself here:
http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_interpolation.jpg

The resolution is set in the volume panel - it's the resolution
of one edge of the voxel grid. Keep in mind that the higher the
resolution, the more memory needed, like in fluid sim. The
memory requirements increase with the cube of the edge 
resolution so be careful. I might try and add a little memory 
calculator thing like fluid sim has there later.

The voxels are interpolated using trilinear interpolation - 
here's a comparison image I made during testing:
http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_compare.jpg

There might still be a couple of little tweaks I can do to 
improve the visual quality, I'll see.
2008-10-20 07:08:06 +00:00
49aa7edb77 Another WIP commit, nothing to see yet. 2008-10-19 08:25:10 +00:00
b3000c5529 non-working WIP commit to continue coding at home.
nothing to see here, move along!
2008-10-17 05:54:42 +00:00
6773d41daa Bugfix #17832
Particle system crashed in convertblender, missing NULL check.
This fixes crash, render survives, but I doubt it was meant so...

Will leave it Janne to evaluate later.
2008-10-14 12:16:12 +00:00
b0b37252da Bugfix on IRC report. Luckily Daniel Salazar *does* carefully check our
regression files, it showed small dark outline errors on envmap.

This commit rewinds bugfix #8437, which actually had to be fixed on
another location in code, which was done a few weeks ago. :)
2008-10-14 11:42:53 +00:00
882997ddff Bugfix #17830
Index OB pass didn't support FSA for Ztransp.
Also made buttons to set black/white for non-RGBA images hide in Image Window,
the Curves color code only supports 4 channels atm.
2008-10-14 10:44:22 +00:00
51d51991e5 * Added support for solid objects casting shadows within a volume.
Currently it only supports solid shadows - if it's a solid object, it will cast 
100% shadow. Support for transparent shadows can potentially be added down the
track.

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_internal.jpg
2008-10-13 06:46:23 +00:00
d6808c2b4b * Raytraced shadow casting for volumes
This is a first version and still has a couple of things undefined or
unimplemented, such as external objects casting shadows on or within volumes, 
however volume->solid shadows are going ok.

http://mke3.net/blender/devel/rendering/volumetrics/shadows_test_02.mov
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad3.blend

As with other transparent raytraced shadows in Blender ,in order to make it work,
you must enable 'TraShad' on the material *receiving* the shadow. It would be 
nice to make this a bit easier to use, since there's not much chance you want a
volume material to be casting solid shadows, but that's a bigger issue in the 
renderer outside this scope.

The volume shadows are working from the same physical basis of absorption, and 
support coloured absorption:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_absorption.png

They also work properly with multi-sampled (i.e. QMC) soft shadows:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_sharp.png
http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_soft.png

And by popular request the test file:
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad_clouds.blend
2008-10-13 05:22:31 +00:00
c0ddd5fd49 * New option for step size: Randomized
This is on by default, and trades random noise for banding. It jitters
the step size from 75% to 125% of its original amount, and since it
uses the threaded random seeds, shouldn't flicker during animation.

These two images took roughly the same time to render:
http://mke3.net/blender/devel/rendering/volumetrics/vol_stepsize_randomized.jpg
2008-10-13 00:35:58 +00:00
a6bd4480ee * A few volume rendering tweaks:
- modified point density so that it returns a more consistent 
density with regards to search radius. Previously larger radii 
would give much higher density but this is equalised out now.

- Added a new volume material option 'density scale'. This is an 
overall scale multiplier for density, allowing you to (for 
example) crank down the density to a more desirable range if 
you're working at a large physical scale. Volume rendering is 
fundamentally scale dependant so this lets you correct to get the 
right visual result.

- Also tweaked a few constants, old files won't render exactly 
the same, just minor things though.
2008-10-12 23:39:52 +00:00
96e9debe1f - Fix for bug #17825: baking SSS is not supported, but it didn't give
proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
  and newer.
2008-10-12 13:32:28 +00:00
2211b46084 svn merge -r 16866:17042 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-12 12:17:57 +00:00
21075b1a17 Using quad trees instead of binary ones give another 10% speedup 2008-10-12 11:38:28 +00:00
837211077c * fix for silly bug in point density with no object in the object field 2008-10-09 01:15:54 +00:00
94a9fa4711 Fix for bug #13363: ray (qmc) shadows had some light leaking issues,
due to jittering of the start position for antialiasing in a pixel.

Now it distributes the start position over the fixed osa sample
positions, instead of of random positions in space. The ugly bit is
that a custom ordering was defined for osa 8/11/16 to ensure that the
first 4 are distributed relatively fair for adaptive sampling to decide
if more samples need to be taken.
2008-10-07 15:01:44 +00:00
25ece3ba2f * New point density update: Turbulence
This addition allows you to perturb the point density with noise, to give 
the impression of more resolution. It's a quick way to add detail, without 
having to use large, complex, and slower to render particle systems.

Rather than just overlaying noise, like you might do by adding a secondary 
clouds texture, it uses noise to perturb the actual coordinate looked up 
in the density evaluation. This gives a much better looking result, as it 
actually alters the original density.

Comparison of the particle cloud render without, and with added turbulence 
(the render with turbulence only renders slightly more slowly):
http://mke3.net/blender/devel/rendering/volumetrics/pd_turbulence.jpg

Using the same constant noise function/spatial coordinates will give a 
static appearance. This is fine (and quicker) if the particles aren't 
moving, but on animated particle systems, it looks bad, as if the 
particles are moving through a static noise field. To overcome this, there 
are additional options for particle systems, to influence the turbulence 
with the particles' average velocity, or average angular velocity. This 
information is only available for particle systems at the present.

Here you can see the (dramatic) difference between no turbulence, static 
turbulence, and turbulence influenced by particle velocity:
http://mke3.net/blender/devel/rendering/volumetrics/turbu_compare.mov
2008-10-06 12:25:22 +00:00
6c2738ef48 fix for own bugs in curves.
- the number of segments was always 1 too many on cyclic curves.
- [#17739] - normals were not being calculated when rendering curves.

Replaced macro DL_SURFINDEX with a function. it that assumes variable names and could break from the loop that called it.
2008-10-06 06:10:14 +00:00
67a9d4154d * New volumetrics feature: scattering types
Otherwise known as a phase function, this determines in which directions 
the light is scattered in the volume. Until now it's been isotropic 
scattering, meaning that the light gets scattered equally in all 
directions. This adds some new types for anisotropic scattering, to 
scatter light more forwards or backwards towards the viewing direction, 
which can be more similar to how light is scattered by particles in nature.

Here's a diagram of how light is scattered isotropically and anisotropically:
http://mke3.net/blender/devel/rendering/volumetrics/phase_diagram.png

The new additions are:
- Rayleigh
describes scattering by very small particles in the atmosphere.
- Mie Hazy / Mie Murky
more generalised, describes scattering from large particle sizes.
- Henyey-Greenstein
a very flexible formula, that can be used to simulate a wide range of 
scattering. It uses an additional 'Asymmetry' slider, ranging from -1.0 
(backward scattering) to 1.0 (forward scattering) to control the 
direction of scattering.
- Schlick
an approximation of Henyey-Greenstein, working similarly but faster.

And a description of how they look visually (just an omnidirectional lamp 
inside a volume box)
http://mke3.net/blender/devel/rendering/volumetrics/phasefunctions.jpg


* Sun/sky integration

Volumes now correctly render in front of the new physical sky. Atmosphere 
still doesn't work correctly with volumes, due to something that i hope 
can be fixed in the atmosphere rendering, but the sky looks quite good.

http://mke3.net/blender/devel/rendering/volumetrics/sky_clouds.png

This also works very nicely with the anisotropic scattering, giving 
clouds their signature bright halos when the sun is behind them:

http://mke3.net/blender/devel/rendering/volumetrics/phase_cloud.mov

in comparison here's a render with isotropic scattering:

http://mke3.net/blender/devel/rendering/volumetrics/phase_cloud_isotropic.png


* Added back the max volume depth tracing limit, as a hard coded value - 
fixes crashes with weird geometry, like the overlapping faces around 
suzanne's eyes. As a general note, it's always best to use volume 
materials on airtight geometry, without intersecting or overlapping faces.
2008-10-04 12:23:57 +00:00
e114d194ae * Re-coded the point density range checking to be a bit cleaner, and
not necessary to modify the BVH functions.
2008-10-02 01:38:12 +00:00
76658ef1a8 svn merge -r 16741:16866 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-01 16:22:28 +00:00
Maxime Curioni
06d2d97605 soc-2008-mxcurioni: refactored Freestyle API to prepare for both rendering modes (OpenGL and Blender internal), applied a patch to allow CMake to be used for compilation. 2008-10-01 15:03:35 +00:00
2745517ecd Added 'Object Location' option to 'object vertices' mode in Point
Density. This brings it consistent with the 'particle system' 
mode, and allows silly things like this a bit easier (especially 
after the last fix and BVH improvements!):

http://mke3.net/blender/devel/rendering/volumetrics/pd_objectloc.mov
2008-10-01 07:30:56 +00:00
25236b56a6 * Fix for volumetric rendering. It previously wasn't multiplying
the emission component by the density at the current point, which 
made the volume too bright in less dense areas. This made it look 
too rough, as opposed to smooth as it should be. This makes the 
particle rendering look *much* better, thanks a bunch to ZanQdo for 
complaining and kicking my butt to make me realise the error.

Here's an example of how smooth it looks now:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test03.mov
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test03.blend

Settings in existing files will have to be tweaked a bit, since 
what they were set up for before, was incorrect.

* Added two new interpolation types to Point Density: Constant and 
Root. These work similarly to in proportional edit for example, 
just gives a bit more choice over how hard-edged the particles 
should look.
2008-10-01 07:13:28 +00:00
8622cbca35 * Point Density texture
Replaced the previous KD-tree (for caching points) with a 
BVH-tree (thanks to Andre 'jaguarandi' Pinto for help here!).

The bvh is quite a bit faster and doesn't suffer some of the
artifacts that were apparent with the kd-tree.

I've also added a choice of falloff types: Standard, Smooth, and 
Sharp. Standard gives a harder edge, easier to see individual 
particles, and when used with a larger radius, Smooth and Sharp 
falloffs make a much cloudier appearance possible. See the image 
below (note the settings and render times too)

http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_bvh.jpg
2008-10-01 03:35:53 +00:00
a667fc61d4 * Removed the volume 'layer depth' control' (was used to
limit ray intersections like as for ray transparency). It 
remains to be seen if it's even that useful, and was 
preventing refracting materials behind volumes from 
working easily.
2008-09-30 10:41:47 +00:00
8c4744c4d6 Fix for bug #17302: subsurf + particle size vertex groups did not
work correct, also refactored some code here to make it more clear.
2008-09-30 06:12:47 +00:00
31acc8ba9c Fix for bug #17713: touch/no override for rendering was broken. 2008-09-29 22:31:47 +00:00
6deea1a5d7 Bugfix #17711
SunSky didn't include skycolor in raytrace.
Note: there seems to be  an error in sunsky when looking straight down, 
so this option requires raytracing stuff not in outer space. :)
2008-09-29 17:55:11 +00:00
2a331067cc resolve some compiler warnings with intel c/c++ compiler
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
2008-09-29 17:08:11 +00:00
7ebeceb399 Updated color calculus for sunsky
- removed ugly clamping function (it was dividing XYZ based on max of
  one of the values)
- added option to use Exposure, this only works for brightness (Y).
  results look very pleasant, foggy and hazy results are possible.
  with exposre==0, no exposure happens for HDR extreme range skies,
  this is how yafray rendered it.
- added menu for choosing color spaces (CIE = modern lcds)

Please review! (and yes i know it's still not in World :)
2008-09-29 17:03:24 +00:00
2bee679a2d Bugfix #17696
- Area lamp with 1 sample still used an offset for the first sample
- Sample buttons were not visible for area without shadow.
2008-09-29 10:26:20 +00:00
445b83e3ce Bugfix #17687
Scaled cameras get orthogonalized on render, and did not get a signal
to refresh the matrix, resulting in wrong display of camera in 3d win.
2008-09-29 09:50:16 +00:00
31d6a6be68 * New Point Density texture option: 'Object Vertices'
This works very similarly to particles, it just uses the object's renderable vertices as the points instead.

http://mke3.net/blender/devel/rendering/volumetrics/pd_objectvertices.png
2008-09-29 07:56:41 +00:00
bab94c46e0 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
Maxime Curioni
26709ce90c soc-2008-mxcurioni: merged changes to revision 16789 2008-09-28 17:07:08 +00:00
8056705ae9 * 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
98b2c0626a Lots of mingw/gcc compiler warning fixes 2008-09-27 06:49:10 +00:00
c301a059bd svn merge -r 16667:16741 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-26 08:58:15 +00:00