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