[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23563] trunk/blender: Rework of volume shading

Matt Ebb matt at mke3.net
Wed Sep 30 00:01:32 CEST 2009


Revision: 23563
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23563
Author:   broken
Date:     2009-09-30 00:01:32 +0200 (Wed, 30 Sep 2009)

Log Message:
-----------
Rework of volume shading

After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.

Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.

There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering

Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)

More revisions to come later...

Modified Paths:
--------------
    trunk/blender/release/scripts/ui/buttons_material.py
    trunk/blender/release/scripts/ui/buttons_texture.py
    trunk/blender/source/blender/blenkernel/intern/material.c
    trunk/blender/source/blender/blenkernel/intern/texture.c
    trunk/blender/source/blender/blenloader/intern/readfile.c
    trunk/blender/source/blender/editors/render/render_preview.c
    trunk/blender/source/blender/makesdna/DNA_material_types.h
    trunk/blender/source/blender/makesdna/DNA_texture_types.h
    trunk/blender/source/blender/makesrna/intern/rna_material.c
    trunk/blender/source/blender/makesrna/intern/rna_texture.c
    trunk/blender/source/blender/render/intern/include/volume_precache.h
    trunk/blender/source/blender/render/intern/include/volumetric.h
    trunk/blender/source/blender/render/intern/source/convertblender.c
    trunk/blender/source/blender/render/intern/source/rayshade.c
    trunk/blender/source/blender/render/intern/source/texture.c
    trunk/blender/source/blender/render/intern/source/volume_precache.c
    trunk/blender/source/blender/render/intern/source/volumetric.c
    trunk/blender/source/blender/render/intern/source/voxeldata.c

Modified: trunk/blender/release/scripts/ui/buttons_material.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_material.py	2009-09-29 21:42:40 UTC (rev 23562)
+++ trunk/blender/release/scripts/ui/buttons_material.py	2009-09-29 22:01:32 UTC (rev 23563)
@@ -609,7 +609,24 @@
 		mat = context.material
 		engine = context.scene.render_data.engine
 		return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
+
+class MATERIAL_PT_volume_density(VolumeButtonsPanel):
+	__label__ = "Density"
+	__default_closed__ = False
+	COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+	def draw(self, context):
+		layout = self.layout
+
+		mat = context.material
+		vol = context.material.volume
 		
+		split = layout.split()
+		row = split.row()
+		row.itemR(vol, "density")
+		row.itemR(vol, "density_scale")
+
+		
 class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
 	__label__ = "Shading"
 	__default_closed__ = False
@@ -620,22 +637,23 @@
 
 		vol = context.material.volume
 		
-		row = layout.row()
-		row.itemR(vol, "density")
-		row.itemR(vol, "scattering")
-
 		split = layout.split()
 		
 		col = split.column()
-		col.itemR(vol, "absorption")
-		col.itemR(vol, "absorption_color", text="")
-
+		col.itemR(vol, "scattering")
+		col.itemR(vol, "asymmetry")
+		col.itemR(vol, "transmission_color")
+		
 		col = split.column()
-		col.itemR(vol, "emission")
-		col.itemR(vol, "emission_color", text="")
+		sub = col.column(align=True)
+		sub.itemR(vol, "emission")
+		sub.itemR(vol, "emission_color", text="")
+		sub = col.column(align=True)
+		sub.itemR(vol, "reflection")
+		sub.itemR(vol, "reflection_color", text="")	
 
-class MATERIAL_PT_volume_scattering(VolumeButtonsPanel):
-	__label__ = "Scattering"
+class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
+	__label__ = "Lighting"
 	__default_closed__ = False
 	COMPAT_ENGINES = set(['BLENDER_RENDER'])
 
@@ -648,25 +666,27 @@
 		
 		col = split.column()
 		col.itemR(vol, "scattering_mode", text="")
+		
+		col = split.column()
+		
 		if vol.scattering_mode == 'SINGLE_SCATTERING':
 			col.itemR(vol, "light_cache")
 			sub = col.column()
 			sub.active = vol.light_cache
 			sub.itemR(vol, "cache_resolution")
 		elif vol.scattering_mode in ('MULTIPLE_SCATTERING', 'SINGLE_PLUS_MULTIPLE_SCATTERING'):
+			sub = col.column()
+			sub.enabled = True
+			sub.active = False
+			sub.itemR(vol, "light_cache")
 			col.itemR(vol, "cache_resolution")
 			
 			sub = col.column(align=True)
 			sub.itemR(vol, "ms_diffusion")
 			sub.itemR(vol, "ms_spread")
 			sub.itemR(vol, "ms_intensity")
-		
-		col = split.column()
-		# col.itemL(text="Anisotropic Scattering:")
-		col.itemR(vol, "phase_function", text="")
-		if vol.phase_function in ('SCHLICK', 'HENYEY-GREENSTEIN'):
-			col.itemR(vol, "asymmetry")
 
+
 class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
 	__label__= "Transparency"
 	COMPAT_ENGINES = set(['BLENDER_RENDER'])
@@ -693,16 +713,15 @@
 		col = split.column()
 		col.itemL(text="Step Calculation:")
 		col.itemR(vol, "step_calculation", text="")
-		sub = col.column(align=True)
-		sub.itemR(vol, "step_size")
-		sub.itemR(vol, "shading_step_size")
+		col = col.column(align=True)
+		col.itemR(vol, "step_size")
 		
 		col = split.column()
 		col.itemL()
 		col.itemR(vol, "depth_cutoff")
-		col.itemR(vol, "density_scale")
 
+bpy.types.register(MATERIAL_PT_volume_density)
 bpy.types.register(MATERIAL_PT_volume_shading)
-bpy.types.register(MATERIAL_PT_volume_scattering)
+bpy.types.register(MATERIAL_PT_volume_lighting)
 bpy.types.register(MATERIAL_PT_volume_transp)
 bpy.types.register(MATERIAL_PT_volume_integration)

Modified: trunk/blender/release/scripts/ui/buttons_texture.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_texture.py	2009-09-29 21:42:40 UTC (rev 23562)
+++ trunk/blender/release/scripts/ui/buttons_texture.py	2009-09-29 22:01:32 UTC (rev 23563)
@@ -246,13 +246,14 @@
 				col = split.column()
 				factor_but(col, tex.map_density, "map_density", "density_factor", "Density")
 				factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission")
-				factor_but(col, tex.map_absorption, "map_absorption", "absorption_factor", "Absorption")
 				factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering")
+				factor_but(col, tex.map_reflection, "map_reflection", "reflection_factor", "Reflection")
 				
 				col = split.column()
 				col.itemL(text=" ")
 				factor_but(col, tex.map_alpha, "map_coloremission", "coloremission_factor", "Emission Color")
-				factor_but(col, tex.map_colorabsorption, "map_colorabsorption", "colorabsorption_factor", "Absorption Color")
+				factor_but(col, tex.map_colortransmission, "map_colortransmission", "colortransmission_factor", "Transmission Color")
+				factor_but(col, tex.map_colorreflection, "map_colorreflection", "colorreflection_factor", "Reflection Color")
 
 		elif la:
 			row = layout.row()
@@ -642,6 +643,7 @@
 		row.itemR(vd, "still_frame_number")
 		
 		layout.itemR(vd, "interpolation")
+		layout.itemR(vd, "extension")
 		layout.itemR(vd, "intensity")
 		
 class TEXTURE_PT_pointdensity(TextureButtonsPanel):

Modified: trunk/blender/source/blender/blenkernel/intern/material.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/material.c	2009-09-29 21:42:40 UTC (rev 23562)
+++ trunk/blender/source/blender/blenkernel/intern/material.c	2009-09-29 22:01:32 UTC (rev 23563)
@@ -172,15 +172,15 @@
 
 	ma->vol.density = 1.0f;
 	ma->vol.emission = 0.0f;
-	ma->vol.absorption = 1.0f;
 	ma->vol.scattering = 1.0f;
+	ma->vol.reflection = 1.0f;
+	ma->vol.transmission_col[0] = ma->vol.transmission_col[1] = ma->vol.transmission_col[2] = 1.0f;
+	ma->vol.reflection_col[0] = ma->vol.reflection_col[1] = ma->vol.reflection_col[2] = 1.0f;
 	ma->vol.emission_col[0] = ma->vol.emission_col[1] = ma->vol.emission_col[2] = 1.0f;
-	ma->vol.absorption_col[0] = ma->vol.absorption_col[1] = ma->vol.absorption_col[2] = 0.0f;
 	ma->vol.density_scale = 1.0f;
 	ma->vol.depth_cutoff = 0.01f;
 	ma->vol.stepsize_type = MA_VOL_STEP_RANDOMIZED;
 	ma->vol.stepsize = 0.2f;
-	ma->vol.shade_stepsize = 0.2f;
 	ma->vol.shade_type = MA_VOL_SHADE_SINGLE;
 	ma->vol.shadeflag |= MA_VOL_PRECACHESHADING;
 	ma->vol.precache_resolution = 50;

Modified: trunk/blender/source/blender/blenkernel/intern/texture.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/texture.c	2009-09-29 21:42:40 UTC (rev 23562)
+++ trunk/blender/source/blender/blenkernel/intern/texture.c	2009-09-29 22:01:32 UTC (rev 23563)
@@ -984,6 +984,7 @@
 	vd->interp_type= TEX_VD_LINEAR;
 	vd->file_format= TEX_VD_SMOKE;
 	vd->int_multiplier = 1.0;
+	vd->extend = TEX_CLIP;
 	vd->object = NULL;
 	
 	return vd;

Modified: trunk/blender/source/blender/blenloader/intern/readfile.c
===================================================================
--- trunk/blender/source/blender/blenloader/intern/readfile.c	2009-09-29 21:42:40 UTC (rev 23562)
+++ trunk/blender/source/blender/blenloader/intern/readfile.c	2009-09-29 22:01:32 UTC (rev 23563)
@@ -9573,15 +9573,12 @@
 			if (ma->vol.stepsize < 0.0001f) {
 				ma->vol.density = 1.0f;
 				ma->vol.emission = 0.0f;
-				ma->vol.absorption = 1.0f;
 				ma->vol.scattering = 1.0f;
 				ma->vol.emission_col[0] = ma->vol.emission_col[1] = ma->vol.emission_col[2] = 1.0f;
-				ma->vol.absorption_col[0] = ma->vol.absorption_col[1] = ma->vol.absorption_col[2] = 0.0f;
 				ma->vol.density_scale = 1.0f;
 				ma->vol.depth_cutoff = 0.01f;
 				ma->vol.stepsize_type = MA_VOL_STEP_RANDOMIZED;
 				ma->vol.stepsize = 0.2f;
-				ma->vol.shade_stepsize = 0.2f;
 				ma->vol.shade_type = MA_VOL_SHADE_SINGLE;
 				ma->vol.shadeflag |= MA_VOL_PRECACHESHADING;
 				ma->vol.precache_resolution = 50;
@@ -9703,6 +9700,8 @@
 	{
 		Scene *sce;
 		Object *ob;
+		Material *ma;
+		Tex *tex;
 
 		for(sce = main->scene.first; sce; sce = sce->id.next)
 			if(sce->unit.scale_length == 0.0f)
@@ -9716,7 +9715,21 @@
 			/* rotation modes were added, but old objects would now default to being 'quaternion based' */
 			ob->rotmode= ROT_MODE_EUL;
 		}
+		
+		for (ma = main->mat.first; ma; ma=ma->id.next) {
+			if (ma->vol.reflection == 0.f) {
+				ma->vol.reflection = 1.f;
+				ma->vol.transmission_col[0] = ma->vol.transmission_col[1] = ma->vol.transmission_col[2] = 1.0f;
+				ma->vol.reflection_col[0] = ma->vol.reflection_col[1] = ma->vol.reflection_col[2] = 1.0f;
+			}
+		}
 
+		for (tex = main->tex.first; tex; tex=tex->id.next) {
+			if (tex->vd) {
+				if (tex->vd->extend == 0) tex->vd->extend = TEX_CLIP;
+			}
+		}
+		
 		for(sce= main->scene.first; sce; sce= sce->id.next)
 		{
 			if(sce->audio.main == 0.0)

Modified: trunk/blender/source/blender/editors/render/render_preview.c
===================================================================
--- trunk/blender/source/blender/editors/render/render_preview.c	2009-09-29 21:42:40 UTC (rev 23562)
+++ trunk/blender/source/blender/editors/render/render_preview.c	2009-09-29 22:01:32 UTC (rev 23563)
@@ -334,6 +334,19 @@
 						}
 					}
 				}
+				
+				/* turn off bounce lights for volume, 
+				 * doesn't make much visual difference and slows it down too */
+				if(mat->material_type == MA_TYPE_VOLUME) {
+					for(base= sce->base.first; base; base= base->next) {
+						if(base->object->type == OB_LAMP) {
+							/* if doesn't match 'Lamp.002' --> main key light */
+							if( strcmp(base->object->id.name+2, "Lamp.002") != 0 ) {
+								base->object->restrictflag |= OB_RESTRICT_RENDER;
+							}
+						}
+					}
+				}
 
 				
 				if(sp->pr_method==PR_ICON_RENDER) {
@@ -363,6 +376,8 @@
 
 						if(matar && actcol < base->object->totcol)
 							(*matar)[actcol]= mat;
+					} else if (base->object->type == OB_LAMP) {
+						base->object->restrictflag &= ~OB_RESTRICT_RENDER;
 					}
 				}
 			}

Modified: trunk/blender/source/blender/makesdna/DNA_material_types.h
===================================================================
--- trunk/blender/source/blender/makesdna/DNA_material_types.h	2009-09-29 21:42:40 UTC (rev 23562)
+++ trunk/blender/source/blender/makesdna/DNA_material_types.h	2009-09-29 22:01:32 UTC (rev 23563)
@@ -50,26 +50,23 @@
 typedef struct VolumeSettings {
 	float density;
 	float emission;
-	float absorption;
 	float scattering;
+	float reflection;
 
 	float emission_col[3];

@@ Diff output truncated at 10240 characters. @@




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