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authorMatt Ebb <matt@mke3.net>2008-12-13 08:41:34 +0300
committerMatt Ebb <matt@mke3.net>2008-12-13 08:41:34 +0300
commit92f5c719aedf79db7e45d3b887146a559321981e (patch)
tree877e8a5c91f19a17dcce8cc5d14f2dda00ef6e80 /source/blender/blenkernel/BKE_texture.h
parentaef61a7000c279a96f1bb0e1fedf7da2574292fd (diff)
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández with some additional tweaks. Thanks, Raúl! The texture works similar to the existing point density texture, currently it only provides intensity information, which can then be mapped (for example) to density in a volume material. This is an early version, intended to read the voxel format saved by Raúl's command line simulators, in future revisions there's potential for making a more full-featured 'Blender voxel file format', and also for supporting other formats too. Note: Due to some subtleties in Raúl's existing released simulators, in order to load them correctly the voxel data texture, you'll need to raise the 'resolution' value by 2. So if you baked out the simulation at resolution 50, enter 52 for the resolution in the texture panel. This can possibly be fixed in the simulator later on. Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, probably the easiest way to map it is with and empty, using Map Input -> Object. Smoke test: http://www.vimeo.com/2449270 One more note, trilinear interpolation seems a bit slow at the moment, we'll look into this. For curiosity, while testing/debugging this, I made a script that exports a mesh to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, rendered as a volume: http://www.vimeo.com/2512028 The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py * Another smaller thing, brought back early ray termination (was disabled previously for debugging) and made it user configurable. It now appears as a new value in the volume material: 'Depth Cutoff'. For some background info on what this does, check: http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/ * Also some disabled work-in-progess code for light cache
Diffstat (limited to 'source/blender/blenkernel/BKE_texture.h')
-rw-r--r--source/blender/blenkernel/BKE_texture.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_texture.h b/source/blender/blenkernel/BKE_texture.h
index e16ac2d369b..985094a7e62 100644
--- a/source/blender/blenkernel/BKE_texture.h
+++ b/source/blender/blenkernel/BKE_texture.h
@@ -40,6 +40,7 @@ struct HaloRen;
struct TexMapping;
struct EnvMap;
struct PointDensity;
+struct VoxelData;
/* in ColorBand struct */
#define MAXCOLORBAND 32
@@ -80,6 +81,11 @@ void BKE_free_pointdensity(struct PointDensity *pd);
struct PointDensity *BKE_add_pointdensity(void);
struct PointDensity *BKE_copy_pointdensity(struct PointDensity *pd);
+void BKE_free_voxeldatadata(struct VoxelData *vd);
+void BKE_free_voxeldata(struct VoxelData *vd);
+struct VoxelData *BKE_add_voxeldata(void);
+struct VoxelData *BKE_copy_voxeldata(struct VoxelData *vd);
+
int BKE_texture_dependsOnTime(const struct Tex *texture);
#endif