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authorSergey Sharybin <sergey.vfx@gmail.com>2015-07-18 23:36:09 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-07-18 23:49:10 +0300
commit9b406162490d9ee93e9786350432cdc1563b7bf6 (patch)
treecf573ef92132c45c7daac221296bfc76bf327628 /source/blender/editors/space_node
parent7d10798af22f683a8f55a8c361ad5676bd4160d2 (diff)
Cycles: Point density texture support
This commit implements point density texture for Cycles shading nodes. It's done via creating voxel texture at shader compilation time, Not totally memory efficient, but avoids adding sampling code to kernel (which keeps render time as low as possible), In the future this will be compensated by using OpenVDB for more efficient storage of sparse volume data. Sampling of the voxel texture is happening at blender side and the same code is used as for Blender Internal's renderer. This texture is controlled by only object, particle system and radius. Linear falloff is used and there's no turbulence. This is because falloff is expected to happen using Curve Mapping node. Turbulence will be done as a distortion on the input coordinate. It's already possible to fake it using nose textures and in the future we can add more proper turbulence distortion node, which then could also be used for 2D texture mapping. Particle color support is done by Lukas, thanks!
Diffstat (limited to 'source/blender/editors/space_node')
-rw-r--r--source/blender/editors/space_node/drawnode.c26
1 files changed, 26 insertions, 0 deletions
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 7f35884cb65..fe0e959e976 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -937,6 +937,29 @@ static void node_shader_buts_tex_voronoi(uiLayout *layout, bContext *UNUSED(C),
uiItemR(layout, ptr, "coloring", 0, "", ICON_NONE);
}
+static void node_shader_buts_tex_pointdensity(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
+{
+ bNode *node = ptr->data;
+ NodeShaderTexPointDensity *shader_point_density = node->storage;
+
+ uiItemR(layout, ptr, "point_source", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
+ uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE);
+
+ if (node->id && shader_point_density->point_source == SHD_POINTDENSITY_SOURCE_PSYS) {
+ PointerRNA dataptr;
+ RNA_id_pointer_create((ID *)node->id, &dataptr);
+ uiItemPointerR(layout, ptr, "particle_system", &dataptr, "particle_systems", NULL, ICON_NONE);
+ }
+
+ uiItemR(layout, ptr, "space", 0, NULL, ICON_NONE);
+ uiItemR(layout, ptr, "radius", 0, NULL, ICON_NONE);
+ uiItemR(layout, ptr, "interpolation", 0, NULL, ICON_NONE);
+ uiItemR(layout, ptr, "resolution", 0, NULL, ICON_NONE);
+ if (shader_point_density->point_source == SHD_POINTDENSITY_SOURCE_PSYS) {
+ uiItemR(layout, ptr, "color_source", 0, NULL, ICON_NONE);
+ }
+}
+
static void node_shader_buts_tex_coord(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "object", 0, NULL, 0);
@@ -1170,6 +1193,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_TEX_VORONOI:
ntype->draw_buttons = node_shader_buts_tex_voronoi;
break;
+ case SH_NODE_TEX_POINTDENSITY:
+ ntype->draw_buttons = node_shader_buts_tex_pointdensity;
+ break;
case SH_NODE_TEX_COORD:
ntype->draw_buttons = node_shader_buts_tex_coord;
break;