* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
94 lines
3.2 KiB
Plaintext
94 lines
3.2 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdcycles.h"
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shader node_principled_volume(color Color = color(0.5, 0.5, 0.5),
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float Density = 1.0,
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float Anisotropy = 0.0,
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color AbsorptionColor = color(0.0, 0.0, 0.0),
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float EmissionStrength = 0.0,
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color EmissionColor = color(1.0, 1.0, 1.0),
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float BlackbodyIntensity = 0.0,
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color BlackbodyTint = color(1.0, 1.0, 1.0),
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float Temperature = 1500.0,
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string DensityAttribute = "geom:density",
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string ColorAttribute = "geom:color",
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string TemperatureAttribute = "geom:temperature",
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output closure color Volume = 0)
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{
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/* Compute density. */
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float primitive_density = 1.0;
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float density = max(Density, 0.0);
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if (density > 1e-5) {
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if (getattribute(DensityAttribute, primitive_density)) {
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density = max(density * primitive_density, 0.0);
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}
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}
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if (density > 1e-5) {
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/* Compute scattering color. */
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color scatter_color = Color;
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color primitive_color;
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if (getattribute(ColorAttribute, primitive_color)) {
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scatter_color *= primitive_color;
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}
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/* Add scattering and absorption closures. */
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color scatter_coeff = scatter_color;
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color absorption_color = sqrt(max(AbsorptionColor, 0.0));
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color absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color, 0.0);
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Volume = scatter_coeff * density * henyey_greenstein(Anisotropy) +
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absorption_coeff * density * absorption();
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}
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/* Compute emission. */
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float emission_strength = max(EmissionStrength, 0.0);
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float blackbody_intensity = BlackbodyIntensity;
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if (emission_strength > 1e-5) {
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Volume += emission_strength * EmissionColor * emission();
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}
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if (blackbody_intensity > 1e-3) {
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float T = Temperature;
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/* Add temperature from attribute if available. */
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float temperature;
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if (getattribute(TemperatureAttribute, temperature)) {
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T *= max(temperature, 0.0);
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}
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T = max(T, 0.0);
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/* Stefan-Boltzman law. */
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float T4 = (T * T) * (T * T);
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float sigma = 5.670373e-8 * 1e-6 / M_PI;
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float intensity = sigma * mix(1.0, T4, blackbody_intensity);
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if (intensity > 1e-5) {
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color bb = blackbody(T);
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float l = luminance(bb);
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if (l != 0.0) {
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bb *= BlackbodyTint * intensity / l;
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Volume += bb * emission();
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}
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}
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}
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}
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