Commit Graph

9 Commits

Author SHA1 Message Date
92862f96dc code cleanup: use float sizes for function args. 2012-10-15 23:11:59 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
46ae692710 Merge with trunk r41342 2011-10-28 17:00:53 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
cbe1613c01 Dynamic Paint:
* Surface bake data is no longer recalculated every frame, but only when surface mesh has moved/transformed. Results in multiple times better performance on high resolution surfaces when using sub-steps or surface is still.
* Heavily optimized particle brushes when random particle size enabled. Up to 10x speedup with large radius particles.
* Added an additional "grid" space partitioning structure for surfaces.
* Added bounding box checks for brushes.
* Smaller overall optimization.
* Further OpenMP parallelization.
* Added physics tab link to modifier panel.
* Fix: "Point Density" texture cache wasn't properly updated. Brushes can now use Point Density textures as well.
* Fix: Paint dissolve resulted in black color.
* Fix: KD-tree checkups weren't completely thread safe. Fixes possible crash with OpenMP enabled particle brushes.
* Fix: When brush was set to use a specific material, it was saved incorrectly and resulted in potential crashes on next load.
2011-07-22 18:37:30 +00:00
Nathan Letwory
a61c41c7a5 doxygen: blender/render tagged. 2011-02-27 19:31:27 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +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
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