[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [17052] branches/sim_physics/source/ blender: * A few volume rendering tweaks:
Matt Ebb
matt at mke3.net
Mon Oct 13 01:39:52 CEST 2008
Revision: 17052
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17052
Author: broken
Date: 2008-10-13 01:39:52 +0200 (Mon, 13 Oct 2008)
Log Message:
-----------
* A few volume rendering tweaks:
- modified point density so that it returns a more consistent
density with regards to search radius. Previously larger radii
would give much higher density but this is equalised out now.
- Added a new volume material option 'density scale'. This is an
overall scale multiplier for density, allowing you to (for
example) crank down the density to a more desirable range if
you're working at a large physical scale. Volume rendering is
fundamentally scale dependant so this lets you correct to get the
right visual result.
- Also tweaked a few constants, old files won't render exactly
the same, just minor things though.
Modified Paths:
--------------
branches/sim_physics/source/blender/blenkernel/intern/material.c
branches/sim_physics/source/blender/blenloader/intern/readfile.c
branches/sim_physics/source/blender/makesdna/DNA_material_types.h
branches/sim_physics/source/blender/render/intern/source/pointdensity.c
branches/sim_physics/source/blender/render/intern/source/volumetric.c
branches/sim_physics/source/blender/src/buttons_shading.c
Modified: branches/sim_physics/source/blender/blenkernel/intern/material.c
===================================================================
--- branches/sim_physics/source/blender/blenkernel/intern/material.c 2008-10-12 18:32:26 UTC (rev 17051)
+++ branches/sim_physics/source/blender/blenkernel/intern/material.c 2008-10-12 23:39:52 UTC (rev 17052)
@@ -167,6 +167,7 @@
ma->sss_front= 1.0f;
ma->sss_back= 1.0f;
+ ma->vol_density_scale = 1.0f;
ma->vol_stepsize = 0.2f;
ma->vol_shade_stepsize = 0.2f;
ma->vol_absorption = 1.0f;
Modified: branches/sim_physics/source/blender/blenloader/intern/readfile.c
===================================================================
--- branches/sim_physics/source/blender/blenloader/intern/readfile.c 2008-10-12 18:32:26 UTC (rev 17051)
+++ branches/sim_physics/source/blender/blenloader/intern/readfile.c 2008-10-12 23:39:52 UTC (rev 17052)
@@ -7893,6 +7893,8 @@
ma->vol_scattering = 1.0f;
ma->vol_absorption_col[0] = ma->vol_absorption_col[1] = ma->vol_absorption_col[2] = 0.0f;
}
+ if (ma->vol_density_scale < 0.0001f)
+ ma->vol_density_scale = 1.0f;
}
for(tex=main->tex.first; tex; tex= tex->id.next) {
Modified: branches/sim_physics/source/blender/makesdna/DNA_material_types.h
===================================================================
--- branches/sim_physics/source/blender/makesdna/DNA_material_types.h 2008-10-12 18:32:26 UTC (rev 17051)
+++ branches/sim_physics/source/blender/makesdna/DNA_material_types.h 2008-10-12 23:39:52 UTC (rev 17052)
@@ -66,7 +66,7 @@
short pad5[3];
/* volumetrics */
- float vol_alphathresh;
+ float vol_density_scale;
float vol_stepsize, vol_shade_stepsize;
float vol_absorption, vol_scattering;
float vol_absorption_col[3];
Modified: branches/sim_physics/source/blender/render/intern/source/pointdensity.c
===================================================================
--- branches/sim_physics/source/blender/render/intern/source/pointdensity.c 2008-10-12 18:32:26 UTC (rev 17051)
+++ branches/sim_physics/source/blender/render/intern/source/pointdensity.c 2008-10-12 23:39:52 UTC (rev 17052)
@@ -255,7 +255,7 @@
void accum_density(void *userdata, int index, float squared_dist)
{
PointDensityRangeData *pdr = (PointDensityRangeData *)userdata;
- const float dist = pdr->squared_radius - squared_dist;
+ const float dist = (pdr->squared_radius - squared_dist) / pdr->squared_radius * 0.5f;
float density;
if (pdr->falloff_type == TEX_PD_FALLOFF_STD)
@@ -287,7 +287,7 @@
float density=0.0f;
float vec[3] = {0.0, 0.0, 0.0};
float tv[3];
- float turb;
+ float turb, noise_fac;
if ((!pd) || (!pd->point_tree)) {
texres->tin = 0.0f;
@@ -299,6 +299,7 @@
pdr.point_data = pd->point_data;
pdr.falloff_type = pd->falloff_type;
pdr.vec = vec;
+ noise_fac = pd->noise_fac * 0.5f; /* better default */
if (pd->flag & TEX_PD_TURBULENCE) {
VECCOPY(tv, texvec);
@@ -313,9 +314,9 @@
turb -= 0.5f; /* re-center 0.0-1.0 range around 0 to prevent offsetting result */
- tv[0] = texvec[0] + pd->noise_fac * turb;
- tv[1] = texvec[1] + pd->noise_fac * turb;
- tv[2] = texvec[2] + pd->noise_fac * turb;
+ tv[0] = texvec[0] + noise_fac * turb;
+ tv[1] = texvec[1] + noise_fac * turb;
+ tv[2] = texvec[2] + noise_fac * turb;
/* do density lookup with altered coordinates */
BLI_bvhtree_range_query(pd->point_tree, tv, pd->radius, accum_density, &pdr);
Modified: branches/sim_physics/source/blender/render/intern/source/volumetric.c
===================================================================
--- branches/sim_physics/source/blender/render/intern/source/volumetric.c 2008-10-12 18:32:26 UTC (rev 17051)
+++ branches/sim_physics/source/blender/render/intern/source/volumetric.c 2008-10-12 23:39:52 UTC (rev 17052)
@@ -131,13 +131,14 @@
float vol_get_density(struct ShadeInput *shi, float *co)
{
float density = shi->mat->alpha;
+ float density_scale = shi->mat->vol_density_scale;
float col[3] = {0.0, 0.0, 0.0};
if (shi->mat->flag & MA_IS_TEXTURED) {
do_volume_tex(shi, co, MAP_ALPHA, col, &density);
}
- return density;
+ return density * density_scale;
}
Modified: branches/sim_physics/source/blender/src/buttons_shading.c
===================================================================
--- branches/sim_physics/source/blender/src/buttons_shading.c 2008-10-12 18:32:26 UTC (rev 17051)
+++ branches/sim_physics/source/blender/src/buttons_shading.c 2008-10-12 23:39:52 UTC (rev 17052)
@@ -4363,7 +4363,7 @@
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_MATPRV, "Step Size: ",
- X2CLM1, yco-=BUTH, BUTW2, BUTH, &(ma->vol_stepsize), 0.001, 100.0, 10, 2, "Ray marching step size");
+ X2CLM1, yco-=BUTH, BUTW2, BUTH, &(ma->vol_stepsize), 0.001, 100.0, 100, 2, "Ray marching step size");
uiBlockEndAlign(block);
yco -= YSPACE;
@@ -4372,7 +4372,7 @@
uiDefButBitS(block, TOG, MA_VOL_ATTENUATED, B_MATPRV, "Shading",
X2CLM1, yco-=BUTH, BUTW2, BUTH, &(ma->vol_shadeflag), 0, 0, 0, 0, "Uses absorption for light attenuation");
uiDefButF(block, NUM, B_MATPRV, "Step Size: ",
- X2CLM1, yco-=BUTH, BUTW2, BUTH, &(ma->vol_shade_stepsize), 0.001, 100.0, 10, 2, "Step");
+ X2CLM1, yco-=BUTH, BUTW2, BUTH, &(ma->vol_shade_stepsize), 0.001, 100.0, 100, 2, "Step");
uiBlockEndAlign(block);
yco -= YSPACE;
@@ -4389,14 +4389,18 @@
yco = PANEL_YMAX;
+ uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI, B_MATPRV, "Density: ",
- X2CLM2, yco-=BUTH, BUTW2, BUTH, &(ma->alpha), 0.0, 1.0, 0, 0, "Base opacity value");
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, &(ma->alpha), 0.0, 1.0, 0, 0, "Base density value - textured density is added on top");
+ uiDefButF(block, NUM, B_MATPRV, "Density Scale: ",
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, &(ma->vol_density_scale), 0.000001, 100.0, 100, 2, "Global density multiplier");
+ uiBlockEndAlign(block);
yco -= YSPACE;
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_MATPRV, "Absorption: ",
- X2CLM2, yco-=BUTH, BUTW2, BUTH, &(ma->vol_absorption), 0.0, 10.0, 10, 0, "Multiplier for absorption");
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, &(ma->vol_absorption), 0.0, 100.0, 10, 0, "Multiplier for absorption");
uiDefButF(block, COL, B_MATPRV, "",
X2CLM2, yco-=BUTH, BUTW2, BUTH, ma->vol_absorption_col, 0, 0, 0, B_MATCOL, "");
uiBlockEndAlign(block);
@@ -4413,7 +4417,7 @@
yco -= YSPACE;
uiDefButF(block, NUM, B_MATPRV, "Scattering: ",
- X2CLM2, yco-=BUTH, BUTW2, BUTH, &(ma->vol_scattering), 0.0, 10.0, 10, 0, "Multiplier for scattering");
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, &(ma->vol_scattering), 0.0, 100.0, 10, 0, "Multiplier for scattering");
}
static void material_panel_nodes(Material *ma)
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