Cycles Volume Render: support for rendering of homogeneous volume with absorption.
authorBrecht Van Lommel <brechtvanlommel@gmail.com>
Sat, 28 Dec 2013 15:56:19 +0000 (16:56 +0100)
committerBrecht Van Lommel <brechtvanlommel@gmail.com>
Sat, 28 Dec 2013 15:57:10 +0000 (16:57 +0100)
commite369a5c48529864118d49222dde3d530d58ebeae
tree8d803e5318c57b7bfbdd321da1393e4d71878d35
parent133f770ab3e7a6db49562cb73cb7aa5f75cf13f8
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.
15 files changed:
intern/cycles/blender/addon/properties.py
intern/cycles/blender/addon/ui.py
intern/cycles/blender/blender_shader.cpp
intern/cycles/kernel/CMakeLists.txt
intern/cycles/kernel/kernel_path.h
intern/cycles/kernel/kernel_path_state.h
intern/cycles/kernel/kernel_shader.h
intern/cycles/kernel/kernel_shadow.h
intern/cycles/kernel/kernel_types.h
intern/cycles/kernel/kernel_volume.h [new file with mode: 0644]
intern/cycles/kernel/svm/svm_closure.h
intern/cycles/render/scene.cpp
release/scripts/startup/nodeitems_builtins.py
source/blender/blenkernel/intern/node.c
source/blender/editors/space_node/drawnode.c