Cycles: add Principled Volume shader.

Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.

Differential Revision: https://developer.blender.org/D3033
This commit is contained in:
Brecht Van Lommel
2018-01-30 15:05:19 +01:00
parent acd619d7c9
commit 0aec2dcd3a
17 changed files with 456 additions and 102 deletions

View File

@@ -794,7 +794,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
}
}
ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type, int path_flag)
ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type)
{
#ifdef __VOLUME__
/* Only sum extinction for volumes, variable is shared with surface transparency. */
@@ -802,19 +802,20 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
return;
}
uint type, param1_offset, param2_offset;
uint type, density_offset, anisotropy_offset;
uint mix_weight_offset;
decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
decode_node_uchar4(node.y, &type, &density_offset, &anisotropy_offset, &mix_weight_offset);
float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
if(mix_weight == 0.0f)
if(mix_weight == 0.0f) {
return;
}
float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
float density = (stack_valid(density_offset))? stack_load_float(stack, density_offset): __uint_as_float(node.z);
density = mix_weight * fmaxf(density, 0.0f);
/* Compute scattering coefficient. */
float density = mix_weight * fmaxf(param1, 0.0f);
float3 weight = sd->svm_closure_weight;
if(type == CLOSURE_VOLUME_ABSORPTION_ID) {
@@ -825,11 +826,11 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
/* Add closure for volume scattering. */
if(type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
HenyeyGreensteinVolume *volume = (HenyeyGreensteinVolume*)bsdf_alloc(sd, sizeof(HenyeyGreensteinVolume), weight);
if(volume) {
volume->g = param2; /* g */
float anisotropy = (stack_valid(anisotropy_offset))? stack_load_float(stack, anisotropy_offset): __uint_as_float(node.w);
volume->g = anisotropy; /* g */
sd->flag |= volume_henyey_greenstein_setup(volume);
}
}
@@ -839,6 +840,106 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
#endif
}
ccl_device void svm_node_principled_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type, int path_flag, int *offset)
{
#ifdef __VOLUME__
uint4 value_node = read_node(kg, offset);
uint4 attr_node = read_node(kg, offset);
/* Only sum extinction for volumes, variable is shared with surface transparency. */
if(shader_type != SHADER_TYPE_VOLUME) {
return;
}
uint density_offset, anisotropy_offset, absorption_color_offset, mix_weight_offset;
decode_node_uchar4(node.y, &density_offset, &anisotropy_offset, &absorption_color_offset, &mix_weight_offset);
float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
if(mix_weight == 0.0f) {
return;
}
/* Compute density. */
float primitive_density = 1.0f;
float density = (stack_valid(density_offset))? stack_load_float(stack, density_offset): __uint_as_float(value_node.x);
density = mix_weight * fmaxf(density, 0.0f);
if(density > CLOSURE_WEIGHT_CUTOFF) {
/* Density and color attribute lookup if available. */
const AttributeDescriptor attr_density = find_attribute(kg, sd, attr_node.x);
if(attr_density.offset != ATTR_STD_NOT_FOUND) {
primitive_density = primitive_attribute_float(kg, sd, attr_density, NULL, NULL);
density = fmaxf(density * primitive_density, 0.0f);
}
}
if(density > CLOSURE_WEIGHT_CUTOFF) {
/* Compute scattering color. */
float3 color = sd->svm_closure_weight;
const AttributeDescriptor attr_color = find_attribute(kg, sd, attr_node.y);
if(attr_color.offset != ATTR_STD_NOT_FOUND) {
color *= primitive_attribute_float3(kg, sd, attr_color, NULL, NULL);
}
/* Add closure for volume scattering. */
HenyeyGreensteinVolume *volume = (HenyeyGreensteinVolume*)bsdf_alloc(sd, sizeof(HenyeyGreensteinVolume), color * density);
if(volume) {
float anisotropy = (stack_valid(anisotropy_offset))? stack_load_float(stack, anisotropy_offset): __uint_as_float(value_node.y);
volume->g = anisotropy;
sd->flag |= volume_henyey_greenstein_setup(volume);
}
/* Add extinction weight. */
float3 zero = make_float3(0.0f, 0.0f, 0.0f);
float3 one = make_float3(1.0f, 1.0f, 1.0f);
float3 absorption_color = stack_load_float3(stack, absorption_color_offset);
float3 absorption = max(one - color, zero) * max(one - absorption_color, zero);
volume_extinction_setup(sd, (color + absorption) * density);
}
/* Compute emission. */
if(path_flag & PATH_RAY_SHADOW) {
/* Don't need emission for shadows. */
return;
}
uint emission_offset, emission_color_offset, blackbody_offset, temperature_offset;
decode_node_uchar4(node.z, &emission_offset, &emission_color_offset, &blackbody_offset, &temperature_offset);
float emission = (stack_valid(emission_offset))? stack_load_float(stack, emission_offset): __uint_as_float(value_node.z);
float blackbody = (stack_valid(blackbody_offset))? stack_load_float(stack, blackbody_offset): __uint_as_float(value_node.w);
if(emission > CLOSURE_WEIGHT_CUTOFF) {
float3 emission_color = stack_load_float3(stack, emission_color_offset);
emission_setup(sd, emission * emission_color);
}
if(blackbody > CLOSURE_WEIGHT_CUTOFF) {
float T = stack_load_float(stack, temperature_offset);
/* Add flame temperature from attribute if available. */
const AttributeDescriptor attr_temperature = find_attribute(kg, sd, attr_node.z);
if(attr_temperature.offset != ATTR_STD_NOT_FOUND) {
float temperature = primitive_attribute_float(kg, sd, attr_temperature, NULL, NULL);
T *= fmaxf(temperature, 0.0f);
}
T = fmaxf(T, 0.0f);
/* Stefan-Boltzmann law. */
float T4 = sqr(sqr(T));
float sigma = 5.670373e-8f * 1e-6f / M_PI_F;
float intensity = sigma * mix(1.0f, T4, blackbody);
if(intensity > CLOSURE_WEIGHT_CUTOFF) {
float3 blackbody_tint = stack_load_float3(stack, node.w);
float3 bb = blackbody_tint * intensity * svm_math_blackbody_color(T);
emission_setup(sd, bb);
}
}
#endif
}
ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
{
uint mix_weight_offset = node.y;