Cycles Volume Render: support for rendering of homogeneous volume with absorption.
This is the simplest possible volume rendering case, constant density inside the volume and no scattering or emission. My plan is to tweak, verify and commit more volume rendering effects one by one, doing it all at once makes it difficult to verify correctness and track down bugs. Documentation is here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume Currently this hooks into path tracing in 3 ways, which should get us pretty far until we add more advanced light sampling. These 3 hooks are repeated in the path tracing, branched path tracing and transparent shadow code: * Determine active volume shader at start of the path * Change active volume shader on transmission through a surface * Light attenuation over line segments between camera, surfaces and background This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
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@@ -22,7 +22,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
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if(ray->t == 0.0f)
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return false;
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Intersection isect;
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#ifdef __HAIR__
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
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@@ -45,6 +45,10 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
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float3 Pend = ray->P + ray->D*ray->t;
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int bounce = state->transparent_bounce;
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#ifdef __VOLUME__
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int volume_shader = state->volume_shader;
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#endif
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for(;;) {
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if(bounce >= kernel_data.integrator.transparent_max_bounce) {
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return true;
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@@ -67,6 +71,13 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
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#else
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) {
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#endif
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#ifdef __VOLUME__
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/* attenuation for last line segment towards light */
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if(volume_shader != SHADER_NO_ID)
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throughput *= kernel_volume_get_shadow_attenuation(kg, state, ray, volume_shader);
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#endif
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*shadow *= throughput;
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return false;
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}
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@@ -74,20 +85,48 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
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if(!shader_transparent_shadow(kg, &isect))
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return true;
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#ifdef __VOLUME__
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/* attenuation between last surface and next surface */
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if(volume_shader != SHADER_NO_ID) {
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Ray segment_ray = *ray;
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segment_ray.t = isect.t;
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throughput *= kernel_volume_get_shadow_attenuation(kg, state, &segment_ray, volume_shader);
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}
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#endif
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/* setup shader data at surface */
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1);
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shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
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throughput *= shader_bsdf_transparency(kg, &sd);
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/* attenuation from transparent surface */
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if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
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shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
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throughput *= shader_bsdf_transparency(kg, &sd);
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}
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/* move ray forward */
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ray->P = ray_offset(sd.P, -sd.Ng);
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if(ray->t != FLT_MAX)
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ray->D = normalize_len(Pend - ray->P, &ray->t);
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#ifdef __VOLUME__
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/* exit/enter volume */
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if(sd.flag & SD_BACKFACING)
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volume_shader = kernel_data.background.volume_shader;
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else
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volume_shader = (sd.flag & SD_HAS_VOLUME)? sd.shader: SHADER_NO_ID;
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#endif
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bounce++;
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}
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}
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}
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#ifdef __VOLUME__
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else if(!result && state->volume_shader != SHADER_NO_ID) {
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/* apply attenuation from current volume shader */
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*shadow *= kernel_volume_get_shadow_attenuation(kg, state, ray, state->volume_shader);
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}
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#endif
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#endif
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return result;
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