
Volumes can now have textured colors and density. There is a Volume Sampling panel in the Render properties with these settings: * Step size: distance between volume shader samples when rendering the volume. Lower values give more accurate and detailed results but also increased render time. * Max steps: maximum number of steps through the volume before giving up, to protect from extremely long render times with big objects or small step sizes. This is much more compute intensive than homogeneous volume, so when you are not using a texture you should enable the Homogeneous Volume option in the material or world for faster rendering. One important missing feature is that Generated texture coordinates are not yet working in volumes, and they are the default coordinates for nearly all texture nodes. So until that works you need to plug in object texture coordinates or a world space position. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
88 lines
1.7 KiB
C++
88 lines
1.7 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#ifndef __INTEGRATOR_H__
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#define __INTEGRATOR_H__
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#include "kernel_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Scene;
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class Integrator {
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public:
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int min_bounce;
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int max_bounce;
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int max_diffuse_bounce;
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int max_glossy_bounce;
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int max_transmission_bounce;
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bool probalistic_termination;
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int transparent_min_bounce;
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int transparent_max_bounce;
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bool transparent_probalistic;
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bool transparent_shadows;
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int volume_max_steps;
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float volume_step_size;
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bool no_caustics;
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float filter_glossy;
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int seed;
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int layer_flag;
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float sample_clamp;
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bool motion_blur;
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int aa_samples;
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int diffuse_samples;
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int glossy_samples;
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int transmission_samples;
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int ao_samples;
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int mesh_light_samples;
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int subsurface_samples;
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enum Method {
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BRANCHED_PATH = 0,
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PATH = 1
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};
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Method method;
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SamplingPattern sampling_pattern;
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bool need_update;
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Integrator();
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~Integrator();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene);
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bool modified(const Integrator& integrator);
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void tag_update(Scene *scene);
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};
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CCL_NAMESPACE_END
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#endif /* __INTEGRATOR_H__ */
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