Commit Graph

3420 Commits

Author SHA1 Message Date
Campbell Barton
d99686a783 Touch/NoOverwrite options were not disabled for video. 2008-12-15 08:29:31 +00:00
Matt Ebb
7124d321d8 * msvc compile fix 2008-12-15 05:49:56 +00:00
Matt Ebb
5f55aa43d0 * Compile fixes for voxeldata.c (thanks jms)
* Fixed a typo in the patch that made trilinear interpolation really slow

* Replaced the patch's trilinear interpolation code with the existing trilinear code from pbrt / light cache (first stage of unifying this voxel interpolation code)
2008-12-14 02:22:29 +00:00
Matt Ebb
c2f037da07 and the new voxel data files.. 2008-12-13 05:43:10 +00:00
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
Maxime Curioni
eaae4090c1 replaced "Shape loading" message with "Importing triangular meshes into Blender"
handled case when scene is empty
made controller's view map as public variable
2008-12-10 15:30:43 +00:00
Maxime Curioni
12debd47dd corrected crash caused when enabling scene vectors 2008-12-09 17:14:34 +00:00
Matt Ebb
aef61a7000 wip commit to work on at home, nothing to see 2008-12-09 07:19:55 +00:00
Maxime Curioni
4a9898308e corrected problems using different filters: Freestyle pixels were being fetched outside of the render result rect. Corrected with a test to make sure that the used pixels are valid. 2008-12-05 11:03:16 +00:00
Matt Ebb
1b9eabeef6 * Added other noise basis types to point density turbulence
* Fixed a bug in 'ignoring volumes in AAO'
2008-12-05 04:06:41 +00:00
Maxime Curioni
3d07c6c52d fixed OSA and tile rendering problems 2008-12-04 10:57:02 +00:00
Maxime Curioni
89e8fa216f The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.

The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.

IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.

To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. 
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
Matt Ebb
bdf6711b70 * Some extra sanity checks for point density 2008-11-28 07:12:32 +00:00
Matt Ebb
6df8cf842a * Allow for light linking/overrides in volume materials 2008-11-19 23:27:47 +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
Matt Ebb
14a0718a8a * fix - constant colour output in point density wasn't working 2008-11-19 05:30:52 +00:00
Matt Ebb
e5b51109e9 * Exclude volume materials from AO 2008-11-18 01:53:52 +00:00
Matt Ebb
e6a903c06e cleaned some code and split volume precaching into a new file 2008-11-15 04:16:46 +00:00
Matt Ebb
8d5c14b20d Volume rendering:
* Use a slightly better (but still not exact) approximation for the view
vector when pre-shading the light cache. This still doesn't give exactly the
same results as non-light-cache shading, but it's better. Will investigate
getting a better view vector when there's more time - or if anyone has a
simple formula to derive shi->view from shi->co that would be great to 
hear about too :)
2008-11-14 06:01:06 +00:00
Matt Ebb
a2da0911a6 * Fixed a float -> int conversion rounding error in volume rendering,
which was manifesting in little dark dots
2008-11-13 10:43:02 +00:00
Brecht Van Lommel
b3c238e8bc 2.5: merge with trunk, previous merge was only up to yesterday.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-11-12 22:03:11 +00:00
Brecht Van Lommel
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +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
Matt Ebb
bf747a30af * Added a button to the volume material controls 'Alpha' to generate an
alpha channel based on the volume's transmission properties, allowing you
to use it in comp etc.

I'd rather not have this button at all, and make it just work properly 
by default, however it causes problems with overlapping volumes when 
'premul' is on (stoopid thing..) so for the time being, there's the 
button. I'll try and fix this up later on when I have more time.
2008-11-11 23:24:10 +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
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
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
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
Ton Roosendaal
0aff409d54 Bugfix #17913
Bah... fix for envmaps just before 2.48 release gave good looking envmaps 
only when there was no sky involved...

The alpha in environment maps should be reset to 255... something that was 
never done before, but also didn't show errors until other fixes in image 
rendering were done.
2008-11-01 16:09:36 +00:00
Maxime Curioni
1db8ac58a3 soc-2008-mxcurioni: merged changes to revision 17246 2008-10-31 20:05:24 +00:00
Matt Ebb
15579884b1 * Added a new turbulence type: Time. It's not entirely well tested, but so far working ok. It's smoother looking than 'velocity' but may need more in depth investigation. 2008-10-31 05:29:54 +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
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
Matt Ebb
deea0fa2e7 * More improvements for light cache
Previously when using light cache, there could be artifacts caused when 
voxel points that were sampled outside the volume object's geometry got 
interpolated into the rest of the volume. This commit adds a (similar 
to a dilate) filter pass after creating the light cache, that fills 
these empty areas with the average of their surrounding voxels.

http://mke3.net/blender/devel/rendering/volumetrics/vol_lightcache_filter.jpg
2008-10-23 03:50:56 +00:00
Matt Ebb
ba829e5c36 Debugging tests paid off, fixed a ridiculously silly bug
that was preventing light cache from working on some 
people's systems (but went just fine on both my windows pc 
and mac). I have no idea how the original code even worked 
at all, it really shouldn't have.

But fixed now anyway! Thanks a bunch to Zanqdo for patience
in helping me pinpoint this.
2008-10-23 02:15:36 +00:00
Matt Ebb
ffe81354f8 removed debug stuff 2008-10-23 02:03:54 +00:00
Matt Ebb
5fabc7781b and more debugging 2008-10-23 01:52:04 +00:00
Matt Ebb
ee1a143947 more testing code 2008-10-23 01:40:49 +00:00
Matt Ebb
3a347c1caf Just adding some temporary testing code to help try and find a bug. 2008-10-23 01:14:30 +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
8a6c82684f * Did some small tweaks to how density is used with light
cache - it makes some very good improvements clearing up artifacts:

http://mke3.net/blender/devel/rendering/volumetrics/vol_lc_fixed.jpg
2008-10-22 09:26:18 +00:00
Matt Ebb
876368d859 * fix for point density - particle systems weren't being
deformed by lattices
2008-10-22 05:24:41 +00:00
Matt Ebb
febcbdcfcd Tweaked rendering inside a volume to always return alpha 1.0.
This fixes an issue which darkened the render from inside a 
volume with sky or premul on. Still need to find a good way to
get an alpha value back into the shader (for compositing etc)
without getting the render distorted by premul.
2008-10-22 02:59:33 +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
Matt Ebb
6f656f6482 fix for a compile error with msvc 2008-10-22 00:26:19 +00:00
Matt Ebb
094fda8cd9 * Fixed a crash with using light cache on a plane (which doesn't really make sense, but shouldn't crash at least) 2008-10-22 00:09:12 +00:00
Brecht Van Lommel
7a4e9d97ff Fix for bug #17881: with SSS disabled, SSS materials didn't
render textures, related to other recent bugfix for baking.
2008-10-21 14:46:00 +00:00
Matt Ebb
b12d9bfa9c * reimplemented some things, hopefully may fix some problems zanqdo was having 2008-10-21 08:21:36 +00:00
Matt Ebb
97a7b05068 fixed a crash in volume shadows 2008-10-21 06:10:36 +00:00