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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-28 04:54:44 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-28 19:57:02 +0400 |
commit | a35db17cee5a9b47dc9624f7dfcb41f5fc185b33 (patch) | |
tree | ef23032da73b9b202490307f865e2afd4e2e7e76 /intern/cycles/kernel/shaders/node_scatter_volume.osl | |
parent | a06c9c277a8577f7ef473fffaf2258d2a3a6ab80 (diff) |
Cycles Volume Render: work on nodes and closures.
* 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.
Diffstat (limited to 'intern/cycles/kernel/shaders/node_scatter_volume.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_scatter_volume.osl | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_scatter_volume.osl b/intern/cycles/kernel/shaders/node_scatter_volume.osl new file mode 100644 index 00000000000..bf23abbf933 --- /dev/null +++ b/intern/cycles/kernel/shaders/node_scatter_volume.osl @@ -0,0 +1,27 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License + */ + +#include "stdosl.h" + +shader node_scatter_volume( + color Color = color(0.8, 0.8, 0.8), + float Density = 1.0, + float Anisotropy = 0.0, + output closure color Volume = 0) +{ + Volume = (Color * Density) * henyey_greenstein(Anisotropy); +} + |