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blender-archive/source/blender/render/intern/include/pointdensity.h
Matt Ebb 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

45 lines
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C++

/*
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Matt Ebb
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef POINTDENSITY_H
#define POINTDENSITY_H
/**
* Make point density kd-trees for all point density textures in the scene
*/
struct Render;
struct TexResult;
void make_pointdensities(struct Render *re);
void free_pointdensities(struct Render *re);
int pointdensitytex(struct Tex *tex, float *texvec, struct TexResult *texres);
#endif /* POINTDENSITY_H */