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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-30 17:05:19 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-23 20:57:58 +0300
commit0aec2dcd3ae0ed382ffe7b3311a4e30fc88398e4 (patch)
treea3ebe2b22f375e35f3aee068c8570280b1cc93a2 /intern/cycles/kernel
parentacd619d7c9250282d68b917d6cae5c08301bb989 (diff)
Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume materials. Smoke and fire can be rendererd with just a single principled volume node, the appropriate attributes will be used when available. The node also works for simpler homogeneous volumes like water or mist. Differential Revision: https://developer.blender.org/D3033
Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r--intern/cycles/kernel/shaders/CMakeLists.txt1
-rw-r--r--intern/cycles/kernel/shaders/node_principled_volume.osl94
-rw-r--r--intern/cycles/kernel/svm/svm.h5
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h117
-rw-r--r--intern/cycles/kernel/svm/svm_types.h1
5 files changed, 209 insertions, 9 deletions
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index 19b7769200e..6ec651a96d8 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -36,6 +36,7 @@ set(SRC_OSL
node_hair_info.osl
node_scatter_volume.osl
node_absorption_volume.osl
+ node_principled_volume.osl
node_holdout.osl
node_hsv.osl
node_image_texture.osl
diff --git a/intern/cycles/kernel/shaders/node_principled_volume.osl b/intern/cycles/kernel/shaders/node_principled_volume.osl
new file mode 100644
index 00000000000..609fb95866d
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_principled_volume.osl
@@ -0,0 +1,94 @@
+/*
+ * 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_principled_volume(
+ color Color = color(0.5, 0.5, 0.5),
+ float Density = 1.0,
+ float Anisotropy = 0.0,
+ color AbsorptionColor = color(0.0, 0.0, 0.0),
+ float EmissionStrength = 0.0,
+ color EmissionColor = color(1.0, 1.0, 1.0),
+ float BlackbodyIntensity = 0.0,
+ color BlackbodyTint = color(1.0, 1.0, 1.0),
+ float Temperature = 1500.0,
+ string DensityAttribute = "geom:density",
+ string ColorAttribute = "geom:color",
+ string TemperatureAttribute = "geom:temperature",
+ output closure color Volume = 0)
+{
+ /* Compute density. */
+ float primitive_density = 1.0;
+ float density = max(Density, 0.0);
+
+ if(density > 1e-5) {
+ if(getattribute(DensityAttribute, primitive_density)) {
+ density = max(density * primitive_density, 0.0);
+ }
+ }
+
+ if(density > 1e-5) {
+ /* Compute scattering color. */
+ color scatter_color = Color;
+ color primitive_color;
+ if(getattribute(ColorAttribute, primitive_color)) {
+ scatter_color *= primitive_color;
+ }
+
+ /* Add scattering and absorption closures. */
+ color scatter_coeff = scatter_color;
+ color absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - AbsorptionColor, 0.0);
+ Volume = scatter_coeff * density * henyey_greenstein(Anisotropy) +
+ absorption_coeff * density * absorption();
+ }
+
+ /* Compute emission. */
+ float emission_strength = max(EmissionStrength, 0.0);
+ float blackbody_intensity = BlackbodyIntensity;
+
+ if(emission_strength > 1e-5) {
+ Volume += emission_strength * EmissionColor * emission();
+ }
+
+ if(blackbody_intensity > 1e-3) {
+ float T = Temperature;
+
+ /* Add temperature from attribute if available. */
+ float temperature;
+ if(getattribute(TemperatureAttribute, temperature)) {
+ T *= max(temperature, 0.0);
+ }
+
+ T = max(T, 0.0);
+
+ /* Stefan-Boltzman law. */
+ float T4 = (T * T) * (T * T);
+ float sigma = 5.670373e-8 * 1e-6 / M_PI;
+ float intensity = sigma * mix(1.0, T4, blackbody_intensity);
+
+ if(intensity > 1e-5) {
+ color bb = blackbody(T);
+ float l = luminance(bb);
+
+ if(l != 0.0) {
+ bb *= BlackbodyTint * intensity / l;
+ Volume += bb * emission();
+ }
+ }
+ }
+}
+
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index fae9f783483..39cd5da7b12 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -334,7 +334,10 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a
break;
# if NODES_FEATURE(NODE_FEATURE_VOLUME)
case NODE_CLOSURE_VOLUME:
- svm_node_closure_volume(kg, sd, stack, node, type, path_flag);
+ svm_node_closure_volume(kg, sd, stack, node, type);
+ break;
+ case NODE_PRINCIPLED_VOLUME:
+ svm_node_principled_volume(kg, sd, stack, node, type, path_flag, &offset);
break;
# endif /* NODES_FEATURE(NODE_FEATURE_VOLUME) */
# ifdef __EXTRA_NODES__
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index 24452c81fe0..819b256bde0 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -794,7 +794,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
}
}
-ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type, int path_flag)
+ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type)
{
#ifdef __VOLUME__
/* Only sum extinction for volumes, variable is shared with surface transparency. */
@@ -802,19 +802,20 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
return;
}
- uint type, param1_offset, param2_offset;
+ uint type, density_offset, anisotropy_offset;
uint mix_weight_offset;
- decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
+ decode_node_uchar4(node.y, &type, &density_offset, &anisotropy_offset, &mix_weight_offset);
float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
- if(mix_weight == 0.0f)
+ if(mix_weight == 0.0f) {
return;
+ }
- float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
+ float density = (stack_valid(density_offset))? stack_load_float(stack, density_offset): __uint_as_float(node.z);
+ density = mix_weight * fmaxf(density, 0.0f);
/* Compute scattering coefficient. */
- float density = mix_weight * fmaxf(param1, 0.0f);
float3 weight = sd->svm_closure_weight;
if(type == CLOSURE_VOLUME_ABSORPTION_ID) {
@@ -825,11 +826,11 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
/* Add closure for volume scattering. */
if(type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
- float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
HenyeyGreensteinVolume *volume = (HenyeyGreensteinVolume*)bsdf_alloc(sd, sizeof(HenyeyGreensteinVolume), weight);
if(volume) {
- volume->g = param2; /* g */
+ float anisotropy = (stack_valid(anisotropy_offset))? stack_load_float(stack, anisotropy_offset): __uint_as_float(node.w);
+ volume->g = anisotropy; /* g */
sd->flag |= volume_henyey_greenstein_setup(volume);
}
}
@@ -839,6 +840,106 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
#endif
}
+ccl_device void svm_node_principled_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type, int path_flag, int *offset)
+{
+#ifdef __VOLUME__
+ uint4 value_node = read_node(kg, offset);
+ uint4 attr_node = read_node(kg, offset);
+
+ /* Only sum extinction for volumes, variable is shared with surface transparency. */
+ if(shader_type != SHADER_TYPE_VOLUME) {
+ return;
+ }
+
+ uint density_offset, anisotropy_offset, absorption_color_offset, mix_weight_offset;
+ decode_node_uchar4(node.y, &density_offset, &anisotropy_offset, &absorption_color_offset, &mix_weight_offset);
+ float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
+
+ if(mix_weight == 0.0f) {
+ return;
+ }
+
+ /* Compute density. */
+ float primitive_density = 1.0f;
+ float density = (stack_valid(density_offset))? stack_load_float(stack, density_offset): __uint_as_float(value_node.x);
+ density = mix_weight * fmaxf(density, 0.0f);
+
+ if(density > CLOSURE_WEIGHT_CUTOFF) {
+ /* Density and color attribute lookup if available. */
+ const AttributeDescriptor attr_density = find_attribute(kg, sd, attr_node.x);
+ if(attr_density.offset != ATTR_STD_NOT_FOUND) {
+ primitive_density = primitive_attribute_float(kg, sd, attr_density, NULL, NULL);
+ density = fmaxf(density * primitive_density, 0.0f);
+ }
+ }
+
+ if(density > CLOSURE_WEIGHT_CUTOFF) {
+ /* Compute scattering color. */
+ float3 color = sd->svm_closure_weight;
+
+ const AttributeDescriptor attr_color = find_attribute(kg, sd, attr_node.y);
+ if(attr_color.offset != ATTR_STD_NOT_FOUND) {
+ color *= primitive_attribute_float3(kg, sd, attr_color, NULL, NULL);
+ }
+
+ /* Add closure for volume scattering. */
+ HenyeyGreensteinVolume *volume = (HenyeyGreensteinVolume*)bsdf_alloc(sd, sizeof(HenyeyGreensteinVolume), color * density);
+ if(volume) {
+ float anisotropy = (stack_valid(anisotropy_offset))? stack_load_float(stack, anisotropy_offset): __uint_as_float(value_node.y);
+ volume->g = anisotropy;
+ sd->flag |= volume_henyey_greenstein_setup(volume);
+ }
+
+ /* Add extinction weight. */
+ float3 zero = make_float3(0.0f, 0.0f, 0.0f);
+ float3 one = make_float3(1.0f, 1.0f, 1.0f);
+ float3 absorption_color = stack_load_float3(stack, absorption_color_offset);
+ float3 absorption = max(one - color, zero) * max(one - absorption_color, zero);
+ volume_extinction_setup(sd, (color + absorption) * density);
+ }
+
+ /* Compute emission. */
+ if(path_flag & PATH_RAY_SHADOW) {
+ /* Don't need emission for shadows. */
+ return;
+ }
+
+ uint emission_offset, emission_color_offset, blackbody_offset, temperature_offset;
+ decode_node_uchar4(node.z, &emission_offset, &emission_color_offset, &blackbody_offset, &temperature_offset);
+ float emission = (stack_valid(emission_offset))? stack_load_float(stack, emission_offset): __uint_as_float(value_node.z);
+ float blackbody = (stack_valid(blackbody_offset))? stack_load_float(stack, blackbody_offset): __uint_as_float(value_node.w);
+
+ if(emission > CLOSURE_WEIGHT_CUTOFF) {
+ float3 emission_color = stack_load_float3(stack, emission_color_offset);
+ emission_setup(sd, emission * emission_color);
+ }
+
+ if(blackbody > CLOSURE_WEIGHT_CUTOFF) {
+ float T = stack_load_float(stack, temperature_offset);
+
+ /* Add flame temperature from attribute if available. */
+ const AttributeDescriptor attr_temperature = find_attribute(kg, sd, attr_node.z);
+ if(attr_temperature.offset != ATTR_STD_NOT_FOUND) {
+ float temperature = primitive_attribute_float(kg, sd, attr_temperature, NULL, NULL);
+ T *= fmaxf(temperature, 0.0f);
+ }
+
+ T = fmaxf(T, 0.0f);
+
+ /* Stefan-Boltzmann law. */
+ float T4 = sqr(sqr(T));
+ float sigma = 5.670373e-8f * 1e-6f / M_PI_F;
+ float intensity = sigma * mix(1.0f, T4, blackbody);
+
+ if(intensity > CLOSURE_WEIGHT_CUTOFF) {
+ float3 blackbody_tint = stack_load_float3(stack, node.w);
+ float3 bb = blackbody_tint * intensity * svm_math_blackbody_color(T);
+ emission_setup(sd, bb);
+ }
+ }
+#endif
+}
+
ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
{
uint mix_weight_offset = node.y;
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index 390d3255684..4c3a5975fb8 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -135,6 +135,7 @@ typedef enum ShaderNodeType {
NODE_BEVEL,
NODE_DISPLACEMENT,
NODE_VECTOR_DISPLACEMENT,
+ NODE_PRINCIPLED_VOLUME,
} ShaderNodeType;
typedef enum NodeAttributeType {