[Bf-blender-cvs] [0aec2dcd3ae] master: Cycles: add Principled Volume shader.
Brecht Van Lommel
noreply at git.blender.org
Fri Feb 23 19:02:23 CET 2018
Commit: 0aec2dcd3ae0ed382ffe7b3311a4e30fc88398e4
Author: Brecht Van Lommel
Date: Tue Jan 30 15:05:19 2018 +0100
Branches: master
https://developer.blender.org/rB0aec2dcd3ae0ed382ffe7b3311a4e30fc88398e4
Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
===================================================================
M intern/cycles/blender/blender_shader.cpp
M intern/cycles/kernel/shaders/CMakeLists.txt
A intern/cycles/kernel/shaders/node_principled_volume.osl
M intern/cycles/kernel/svm/svm.h
M intern/cycles/kernel/svm/svm_closure.h
M intern/cycles/kernel/svm/svm_types.h
M intern/cycles/render/nodes.cpp
M intern/cycles/render/nodes.h
M release/scripts/startup/bl_operators/object_quick_effects.py
M release/scripts/startup/nodeitems_builtins.py
M source/blender/blenkernel/BKE_node.h
M source/blender/blenkernel/intern/node.c
M source/blender/nodes/CMakeLists.txt
M source/blender/nodes/NOD_shader.h
M source/blender/nodes/NOD_static_types.h
A source/blender/nodes/shader/nodes/node_shader_volume_principled.c
M source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
===================================================================
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 33384709947..eb9968a85c2 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -566,6 +566,10 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
node = new AbsorptionVolumeNode();
}
+ else if(b_node.is_a(&RNA_ShaderNodeVolumePrincipled)) {
+ PrincipledVolumeNode *principled = new PrincipledVolumeNode();
+ node = principled;
+ }
else if(b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
node = new GeometryNode();
}
@@ -1024,6 +1028,10 @@ static void add_nodes(Scene *scene,
for(b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
BL::NodeSocket to_socket(b_link->to_socket());
SocketType::Type to_socket_type = convert_socket_type(to_socket);
+ if (to_socket_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(to_socket_type, to_socket_type, true);
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
@@ -1047,6 +1055,10 @@ static void add_nodes(Scene *scene,
*/
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
SocketType::Type input_type = convert_socket_type(*b_input);
+ if (input_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(input_type, input_type, true);
graph->add(proxy);
@@ -1059,6 +1071,10 @@ static void add_nodes(Scene *scene,
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
SocketType::Type output_type = convert_socket_type(*b_output);
+ if (output_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(output_type, output_type, true);
graph->add(proxy);
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index 19b7769200e..6ec651a96d8 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -36,6 +36,7 @@ set(SRC_OSL
node_hair_info.osl
node_scatter_volume.osl
node_absorption_volume.osl
+ node_principled_volume.osl
node_holdout.osl
node_hsv.osl
node_image_texture.osl
diff --git a/intern/cycles/kernel/shaders/node_principled_volume.osl b/intern/cycles/kernel/shaders/node_principled_volume.osl
new file mode 100644
index 00000000000..609fb95866d
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_principled_volume.osl
@@ -0,0 +1,94 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "stdosl.h"
+
+shader node_principled_volume(
+ color Color = color(0.5, 0.5, 0.5),
+ float Density = 1.0,
+ float Anisotropy = 0.0,
+ color AbsorptionColor = color(0.0, 0.0, 0.0),
+ float EmissionStrength = 0.0,
+ color EmissionColor = color(1.0, 1.0, 1.0),
+ float BlackbodyIntensity = 0.0,
+ color BlackbodyTint = color(1.0, 1.0, 1.0),
+ float Temperature = 1500.0,
+ string DensityAttribute = "geom:density",
+ string ColorAttribute = "geom:color",
+ string TemperatureAttribute = "geom:temperature",
+ output closure color Volume = 0)
+{
+ /* Compute density. */
+ float primitive_density = 1.0;
+ float density = max(Density, 0.0);
+
+ if(density > 1e-5) {
+ if(getattribute(DensityAttribute, primitive_density)) {
+ density = max(density * primitive_density, 0.0);
+ }
+ }
+
+ if(density > 1e-5) {
+ /* Compute scattering color. */
+ color scatter_color = Color;
+ color primitive_color;
+ if(getattribute(ColorAttribute, primitive_color)) {
+ scatter_color *= primitive_color;
+ }
+
+ /* Add scattering and absorption closures. */
+ color scatter_coeff = scatter_color;
+ color absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - AbsorptionColor, 0.0);
+ Volume = scatter_coeff * density * henyey_greenstein(Anisotropy) +
+ absorption_coeff * density * absorption();
+ }
+
+ /* Compute emission. */
+ float emission_strength = max(EmissionStrength, 0.0);
+ float blackbody_intensity = BlackbodyIntensity;
+
+ if(emission_strength > 1e-5) {
+ Volume += emission_strength * EmissionColor * emission();
+ }
+
+ if(blackbody_intensity > 1e-3) {
+ float T = Temperature;
+
+ /* Add temperature from attribute if available. */
+ float temperature;
+ if(getattribute(TemperatureAttribute, temperature)) {
+ T *= max(temperature, 0.0);
+ }
+
+ T = max(T, 0.0);
+
+ /* Stefan-Boltzman law. */
+ float T4 = (T * T) * (T * T);
+ float sigma = 5.670373e-8 * 1e-6 / M_PI;
+ float intensity = sigma * mix(1.0, T4, blackbody_intensity);
+
+ if(intensity > 1e-5) {
+ color bb = blackbody(T);
+ float l = luminance(bb);
+
+ if(l != 0.0) {
+ bb *= BlackbodyTint * intensity / l;
+ Volume += bb * emission();
+ }
+ }
+ }
+}
+
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index fae9f783483..39cd5da7b12 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -334,7 +334,10 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a
break;
# if NODES_FEATURE(NODE_FEATURE_VOLUME)
case NODE_CLOSURE_VOLUME:
- svm_node_closure_volume(kg, sd, stack, node, type, path_flag);
+ svm_node_closure_volume(kg, sd, stack, node, type);
+ break;
+ case NODE_PRINCIPLED_VOLUME:
+ svm_node_principled_volume(kg, sd, stack, node, type, path_flag, &offset);
break;
# endif /* NODES_FEATURE(NODE_FEATURE_VOLUME) */
# ifdef __EXTRA_NODES__
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index 24452c81fe0..819b256bde0 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -794,7 +794,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
}
}
-ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type, int path_flag)
+ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type)
{
#ifdef __VOLUME__
/* Only sum extinction for volumes, variable is shared with surface transparency. */
@@ -802,19 +802,20 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
return;
}
- uint type, param1_offset, param2_offset;
+ uint type, density_offset, anisotropy_offset;
uint mix_weight_offset;
- decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, &mix_weight_offset);
+ decode_node_uchar4(node.y, &type, &density_offset, &anisotropy_offset, &mix_weight_offset);
float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
- if(mix_weight == 0.0f)
+ if(mix_weight == 0.0f) {
return;
+ }
- float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
+ float density = (stack_valid(density_offset))? stack_load_float(stack, density_offset): __uint_as_float(node.z);
+ density = mix_weight * fmaxf(density, 0.0f);
/* Compute scattering coefficient. */
- float density = mix_weight * fmaxf(param1, 0.0f);
float3 weight = sd->svm_closure_weight;
if(type == CLOSURE_VOLUME_ABSORPTION_ID) {
@@ -825,11 +826,11 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
/* Add closure for volume scattering. */
if(type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
- float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
HenyeyGreensteinVolume *volume = (HenyeyGreensteinVolume*)bsdf_alloc(sd, sizeof(HenyeyGreensteinVolume), weight);
if(volume) {
- volume->g = param2; /* g */
+ float anisotropy = (stack_valid(anisotropy_offset))? stack_load_float(stack, anisotropy_offset): __uint_as_float(node.w);
+ volume->g = anisotropy; /* g */
sd->flag |= volume_henyey_greenstein_setup(volume);
}
}
@@ -839,6 +840,106 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
#endif
}
+ccl_device void svm_node_principled_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type, int path_flag, int *offset)
+{
+#ifdef __VOLUME__
+ uint4 value_node = read_node(kg, offset);
+ uint4 attr_node = read_node(kg, offset);
+
+ /* Only sum extinction for volumes, variable is shared with surface transparency. */
+ if(shader_type != SHADER_TYPE_VOLUME) {
+ return;
+ }
+
+ uint density_offset, anisotropy_offset, absorption_color_offset, mix_weight_offset;
+ decode_node_uchar4(node.y, &density_offset, &anisotropy_offset, &absorption_color_offset, &mix_weight_offset);
+ float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
+
+ if(mix_weight == 0.0f) {
+ return;
+ }
+
+ /* Compute density. */
+ float primitive_density = 1.0f;
+ float density = (stack_valid(density_offset))? stack_load_float(stack, density_offset): __uint_as_float(value_node.x);
+ density = mix_weight * fmaxf(density, 0.0f);
+
+ if(density > CLOSURE_WEIGHT_CUTOFF) {
+ /* Density and color attribute lookup if available. */
+ const AttributeDescriptor attr_density = find_attribute(kg, sd, attr_node.x);
+ if(attr_density.offset != ATTR_STD_NOT_FOUND) {
+ primitive_density = primitive_attribute_float(kg, sd, attr_density, NULL, NULL);
+ density = fmaxf(density * primitive_density, 0.0f);
+ }
+ }
+
+ if(density > CLOSURE_WEIGHT_CUTOFF) {
+ /* Compute scattering color. */
+ float3 color = sd->svm_closure_weight;
+
+ const
@@ Diff output truncated at 10240 characters. @@
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