Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
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@@ -452,11 +452,11 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
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else if(string_iequals(node.name(), "background")) {
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snode = new BackgroundNode();
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}
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else if(string_iequals(node.name(), "transparent_volume")) {
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snode = new TransparentVolumeNode();
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else if(string_iequals(node.name(), "absorption_volume")) {
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snode = new AbsorptionVolumeNode();
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}
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else if(string_iequals(node.name(), "isotropic_volume")) {
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snode = new IsotropicVolumeNode();
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else if(string_iequals(node.name(), "scatter_volume")) {
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snode = new ScatterVolumeNode();
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}
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else if(string_iequals(node.name(), "geometry")) {
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snode = new GeometryNode();
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