This is done using the existing Emission node and closure (we may add a volume
emission node, not clear yet if it will be needed).
Volume emission only supports indirect light sampling which means it's not very
efficient to make small or far away bright light sources. Using direct light
sampling and MIS would be tricky and probably won't be added anytime soon. Other
renderers don't support this either as far as I know, lamps and ray visibility
tricks may be used instead.
This works pretty much as you would expect, overlapping volume objects gives
a more dense volume. What did change is that world volume shaders are now
active everywhere, they are no longer excluded inside objects.
This may not be desirable and we need to think of better control over this.
In some cases you clearly want it to happen, for example if you are rendering
a fire in a foggy environment. In other cases like the inside of a house you
may not want any fog, but it doesn't seem possible in general for the renderer
to automatically determine what is inside or outside of the house.
This is implemented using a simple fixed size array of shader/object ID pairs,
limited to max 15 overlapping objects. The closures from all shaders are put
into a single closure array, exactly the same as if an add shader was used to
combine them.
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.
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
Summary:
Original issue was caused by wring detection of whether
SS modifier is being applied for render/viewport. After
recent dependency graph commit this was no longer an
issue.
But it still might have happen conflict between viewport
draw and scene_update_for_newframe() invoked from render
thread when using external engines like Cycles.
Solved by adding viewport lock while scene is being
updated and objects being exported to the render engine.
Same lock was already used for Blender Internal.
Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T36474
Differential Revision: https://developer.blender.org/D138
Issue was caused by missing objects update for temporary
freestyle objects. This happened because of the fact that
such objects doesn't have any relations, as in they're
corresponding to root nodes in the DAG.
This situation wasn't handled by DAG_threaded_update_begin()
which considered there's only one root node in the DAG.
The options are:
Base: Base mesh
Deform: shape keys and deform modifiers
Final: All deformations and modifiers
It would be nice to have a way of specifying where exactly in the
modifier stack the collision shape is generated. However this is not
staight forward since the rigid body simulation is not part of the
modifier system and would require hacks to make it work.
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
* UI: Remove deprecated condition (CURVE_RIBBONS) and hide backface property, when it's hardcoded in C (Curve/Line segments && Ribbons).
* Remove "use_tangent_normal" and "CURVE_KN_TANGENTGNORMAL" as its unused (follow up for last commit).
* Remove dead code from line segments BVH refine.
CURVE_KN_TANGENTGNORMAL and CURVE_KN_TRUETANGENTGNORMAL are either both true, or both false. Therefore a true/false condition is impossible.
This was a leftover of CURVE_CUSTOM, which was removed in r59234.
* Use "else if" in blender_curves.cpp.