Commit Graph

2824 Commits

Author SHA1 Message Date
Matt Ebb
92f5c719ae * Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel 
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández 
with some additional tweaks. Thanks, Raúl!

The texture works similar to the existing point density texture, currently it 
only provides intensity information, which can then be mapped (for example) to 
density in a volume material. This is an early version, intended to read the 
voxel format saved by Raúl's command line simulators, in future revisions 
there's potential for making a more full-featured 'Blender voxel file format', 
and also for supporting other formats too.

Note: Due to some subtleties in Raúl's existing released simulators, in  order 
to load them correctly the voxel data texture, you'll need to raise the 
'resolution' value by 2. So if you baked out the simulation at resolution 50, 
enter 52 for the resolution in the texture panel. This can possibly be fixed in 
the simulator later on.

Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, 
probably the easiest way to map it is with and empty, using Map Input -> Object.

Smoke test: http://www.vimeo.com/2449270

One more note, trilinear interpolation seems a bit slow at the moment, we'll 
look into this.

For curiosity, while testing/debugging this, I made a script that exports a mesh 
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, 
rendered as a volume: http://www.vimeo.com/2512028

The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py

* Another smaller thing, brought back early ray termination (was disabled 
previously for debugging) and made it user configurable. It now appears as a new 
value in the volume material: 'Depth Cutoff'. For some background info on what 
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/

* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
Daniel Genrich
28da9ad12e svn merge -r 17201:17502 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-11-19 19:28:12 +00:00
Andrea Weikert
ae3bb90975 fix bad level call in texture nodes
BIF_preview_changed wasn't needed after all.
2008-11-12 21:02:45 +00:00
Robin Allen
bc53b942fe Added stubs to fix linker errors in texnodes 2008-11-12 20:11:54 +00:00
Ton Roosendaal
8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00
Campbell Barton
483136c8e4 Adjusted scons files so disabling quicktime, python and sdl also removes their includes when building.
writefile.c had usless include.
2008-11-11 14:14:22 +00:00
Campbell Barton
db67426dbf fix for [#17959] NURBS Circle: pie-shaped deformation, sticking to object origin 2008-11-11 05:03:03 +00:00
Matt Ebb
3b2f996c25 Point Density
* Fixed a stupid crash caused by last commit that worked fine on the mac
(but never should have...)

* Fix for using child particles with the new particle age color options
2008-11-10 00:14:35 +00:00
Matt Ebb
a972107b03 Point Density texture: colouring
This introduces a few new ways of modifying the intensity and colour output 
generated by the Point Density texture. Previously, the texture only output 
intensity information, but now you can map it to colours along a gradient 
ramp, based on information coming out of a particle system.

This lets you do things like colour a particle system based on the individual 
particles' age - the main reason I need it is to fade particles out over time.

The colorband influences both the colour and intensity (using the colorband's 
alpha value), which makes it easy to map a single point density texture to 
both intensity values in the Map To panel (such as density or emit) and colour 
values (such as absorb col or emit col). This is how the below examples are 
set up, an example .blend file is available here:

http://mke3.net/blender/devel/rendering/volumetrics/pd_test4.blend

The different modes:

* Constant
No modifications to intensity or colour (pure white)

* Particle Age
Maps the color ramp along the particles' lifetimes:
http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_partage.mov

* Particle Speed
Maps the color ramp to the particles' absolute speed per frame (in Blender 
units). There's an additional scale parameter that you can use to bring this 
speed into a 0.0 - 1.0 range, if your particles are travelling too faster or 
slower than 0-1.
http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_speed.mov

* Velocity -> RGB
Outputs the particle XYZ velocity vector as RGB colours. This may be useful 
for comp work, or maybe in the future things like displacement. Again, there's 
a scale parameter to control it.
http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_velrgb.mov
2008-11-09 01:16:12 +00:00
Nathan Letwory
f59f5e67a5 * doing some warning cleaning
* accidently left priority tests around.
2008-11-04 23:46:01 +00:00
Matt Ebb
a19366f34a * Changed the constant colorband interpolation to work left->right,
rather than right -> left. This is how it works now:

http://mke3.net/blender/etc/constant_ss.png
2008-11-04 22:16:57 +00:00
Matt Ebb
f5f0c8fb37 * Fixed a strange problem with the way textures are interpreted - was causing weird things with point density turbulence on
* Reverted the spin field once more..
2008-11-04 05:17:02 +00:00
Andre Susano Pinto
ca80578e4e Simple warning fixes 2008-11-04 01:05:44 +00:00
Matt Ebb
1f83dffeb4 Added a new interpolation type for colorbands: Constant
This can be useful for toon shading etc.

Example: http://mke3.net/blender/etc/constant_ss.png
2008-11-04 00:15:27 +00:00
Andre Susano Pinto
ec462b8cea Added Lattice vgroup support to shrinkwrap and simple deform modifier. 2008-11-03 23:17:36 +00:00
Martin Poirier
6cc1466c61 Moving silence_log_ffmpeg to imbuf (it fits better there and fixes the link error in blenderplayer) 2008-11-03 13:33:11 +00:00
Matt Ebb
389588bb4f Reverted to the previous, more hackish version of the spin field.
There has to be a better way of doing this though... jahka? :)
2008-11-02 23:25:21 +00:00
Martin Poirier
f180702a12 Quiet ffmpeg log by default. No more ugly stream info in console.
Starting Blender with -d turns info logging back on.
2008-11-02 16:28:34 +00:00
Ton Roosendaal
fdc1ef2c25 Bugfix #17902
Black dots appearing in mirroring 3d beveled curves, when using orco
texture coords. Appeared there was memory read just outside of the 
allocation.
2008-11-02 14:03:47 +00:00
Brecht Van Lommel
a4f8f06479 Fix for two proxy + undo related crashes:
* When making a proxy, the lib linked IPO driver was also changed to
  point to the proxy object, and after undo this local proxy object
  was replaced so the pointer became invalid. In fact it is not needed
  at all to change this because the IPO code maps the pointer to the
  local proxy object already.
* Undoing the make proxy operation would crash because the proxy_from
  pointer in the library linked object would still point to the removed
  object. Now it clears all these pointers before undo, because on each
  undo memory file read they will be set again anyway.
2008-11-02 00:25:39 +00:00
Brecht Van Lommel
4870db578b Bug #17912: fix for some SSS floating point precision issues, and also
fix a divide by zero in the subsurf code found in the process.
2008-11-01 17:07:24 +00:00
Matt Ebb
5cdbbe3a92 * Tweaked the spin force field a bit. It worked great for its purpose
before, but wasn't playing nice with the other force fields (was 
overwriting the velocity rather than acting as a force). This version is 
slightly different, but will work a lot better with other force fields too.
2008-11-01 12:45:19 +00:00
Brecht Van Lommel
baf98b098c Fix for dependency graph cycle print, regular "Parent" relation was
incorrectly printed as "Curve Parent".
2008-10-30 16:03:38 +00:00
Daniel Genrich
4f39255759 Bugfix for [#17879] Speed vectors/velocity data not working on ALL fluids. 2008-10-30 11:51:15 +00:00
Matt Ebb
5fb8debada * Added a new, slightly experimental force field type: 'Spin'.
It works similarly to Vortex, but it's a more controllable - it 
doesn't send the particles off accelerating into space, but 
keeps them spinning around the Z axis of the force field object.

This is safe in the branch, but Jahka if you have any feedback, 
I'd be curious to hear :)
2008-10-30 09:26:30 +00:00
Campbell Barton
22bcbc5742 fix for more disable python defines,
FTOCHAR didnt have brackets around the value. FTOCHAR(a+b) didnt work, FTOCHAR((a+b)) did.
2008-10-29 16:49:51 +00:00
Martin Poirier
481831bd27 merging harmonic-skeleton branch into trunk. All changes are hidden behind a disabled define, nothing to see here 2008-10-28 22:53:48 +00:00
Martin Poirier
4baa2d7800 merge 17206:17211 2008-10-28 20:26:38 +00:00
Campbell Barton
07a1971ced error in DISABLE_PYTHON defines 2008-10-28 20:19:25 +00:00
Campbell Barton
ac4ff83ca6 added scons option BF_WITH_PYTHON (defined as DISABLE_PYTHON) 2008-10-28 18:47:13 +00:00
Martin Poirier
025e4b046a merge 17122:17206 2008-10-28 18:47:01 +00:00
Kent Mein
705a248c75 Updated cmake so it has the option to use WITH_DDS
Kent
2008-10-28 18:33:34 +00:00
Daniel Genrich
258784ae4b svn merge -r 17042:17201 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-27 20:14:45 +00:00
Ton Roosendaal
fbecf0cadc New splash c file (now gimp png) and bumped version to 2.48.1 to make it
even a bit more clear.

After this commit we'll tag svn (gasp!) and then go build!
2008-10-22 11:50:12 +00:00
Nathan Letwory
2ecf987dc6 * Minor cleanup of SCons files
- cleanup of boolean usage - use True and False now instead of 'true'/'false' or 0/1
- changed SConscripts accordingly
2008-10-22 11:28:10 +00:00
Matt Ebb
c62c61a413 * Fixed a bug in copying (making single user) a point density texture 2008-10-22 06:10:16 +00:00
Matt Ebb
652e4b5225 Point Density:
Replaced 'Sharp' falloff with 'Soft'. This falloff type has 
a variable softness, and can get some quite smooth results. 
It can be useful to get smooth transitions in density when 
you're using particles on a large scale:

http://mke3.net/blender/devel/rendering/volumetrics/pd_falloff_soft.jpg

Also removed 'angular velocity' turbulence source - it
wasn't doing anything useful atm
2008-10-22 01:31:46 +00:00
Nathan Letwory
71206c9337 Patch from Timothy Baldridge
* add irix6 to GHOST windowing system (same as linux2 et al)
* fix faulty return lines in shrinkwrap.c
2008-10-21 23:07:09 +00:00
Matt Ebb
9d2fc97827 New volume rendering feature: Light Cache
This was a bit complicated to do, but is working pretty well now, and can make shading significantly faster to render.

This option pre-calculates self-shading information into a 
3d voxel grid before rendering, then uses and interpolates
that data during the main rendering phase, rather than 
calculating shading for each sample. It's an approximation
and isn't as accurate as getting the lighting directly, 
but in many cases it looks very similar and renders much faster.
The voxel grid covers the object's 3D screen-aligned bounding box
so this may not be that useful for large volume regions like a
big range of cloud cover, since you'll need a lot of resolution.

The render time speaks for itself here:
http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_interpolation.jpg

The resolution is set in the volume panel - it's the resolution
of one edge of the voxel grid. Keep in mind that the higher the
resolution, the more memory needed, like in fluid sim. The
memory requirements increase with the cube of the edge 
resolution so be careful. I might try and add a little memory 
calculator thing like fluid sim has there later.

The voxels are interpolated using trilinear interpolation - 
here's a comparison image I made during testing:
http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_compare.jpg

There might still be a couple of little tweaks I can do to 
improve the visual quality, I'll see.
2008-10-20 07:08:06 +00:00
Joshua Leung
63f6932fa5 Reduced number of MSVC compiler warnings (mostly just casting issues). 2008-10-20 06:39:08 +00:00
Martin Poirier
a806c1eb7f merge 16951:17122 2008-10-20 00:48:10 +00:00
Daniel Genrich
e1aff849e4 Collisions: CollisionModifier needs to be resetted for every loop 2008-10-14 11:54:07 +00:00
Daniel Genrich
af7b777d22 Bugfix for regression from 2.46 on cloth collisions reported by Daniel Salazar via IRC 2008-10-14 11:50:30 +00:00
Ton Roosendaal
f02f984142 Part two of the 2.48 release preparation!
(After this svn tag)
2008-10-13 10:03:17 +00:00
Matt Ebb
a6bd4480ee * 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.
2008-10-12 23:39:52 +00:00
Daniel Genrich
2211b46084 svn merge -r 16866:17042 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-12 12:17:57 +00:00
Erwin Coumans
3cac11a3a2 Last (hopefully) soft body fixes:
Enable soft body collision clusters by default.
Add option to 'disable collision' button between soft body and rigid body connected by constraint (option was already available between two rigid bodies)
2008-10-11 20:19:04 +00:00
Ton Roosendaal
46ee3ee54c Bugfix #11712
Definitely one of the oldest bugs ever (1995 or so). 
Case is a path (child on path, or deformer, or motion modifier) where the
child is far away from path (300 units or so). In that case you can see
the path jumping to another position a bit after a few frames.

Reason:
For interpolating path positions, I was using bspline code still having a 
very ancient constant 0.1666f. 
Floats have higher precision, like 0.16666666. That solved it :)
2008-10-09 14:28:17 +00:00
Ton Roosendaal
4a4f7c802a Bugfix #17784
Playanim now works for:

- tiff, cineon, dpx, hdr, exr

Only multilayer not, that's too much for a bugfix. Multilayer is a totally
different image format, handled separately.

ALso removed redundant printing for dpx/cineon.
And fixed crash in cineon when G.scene doesnt exist. Bad bad, should
not be there!
2008-10-08 18:35:41 +00:00
Ton Roosendaal
63fb586496 Bugfix #17778
COmpositor: Multilayer images in Image input node could crash on 
making icon previews for the browse menu.
2008-10-08 16:50:06 +00:00