Matt Ebb 8622cbca35 * Point Density texture
Replaced the previous KD-tree (for caching points) with a 
BVH-tree (thanks to Andre 'jaguarandi' Pinto for help here!).

The bvh is quite a bit faster and doesn't suffer some of the
artifacts that were apparent with the kd-tree.

I've also added a choice of falloff types: Standard, Smooth, and 
Sharp. Standard gives a harder edge, easier to see individual 
particles, and when used with a larger radius, Smooth and Sharp 
falloffs make a much cloudier appearance possible. See the image 
below (note the settings and render times too)

http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_bvh.jpg
2008-10-01 03:35:53 +00:00
2007-10-02 12:36:53 +00:00
2008-10-01 03:35:53 +00:00
2008-09-19 21:00:45 +00:00

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