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-rw-r--r--intern/cycles/blender/blender_shader.cpp16
-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
-rw-r--r--intern/cycles/render/nodes.cpp114
-rw-r--r--intern/cycles/render/nodes.h19
-rw-r--r--release/scripts/startup/bl_operators/object_quick_effects.py98
-rw-r--r--release/scripts/startup/nodeitems_builtins.py1
-rw-r--r--source/blender/blenkernel/BKE_node.h1
-rw-r--r--source/blender/blenkernel/intern/node.c1
-rw-r--r--source/blender/nodes/CMakeLists.txt1
-rw-r--r--source/blender/nodes/NOD_shader.h1
-rw-r--r--source/blender/nodes/NOD_static_types.h1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_principled.c85
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_scatter.c2
17 files changed, 456 insertions, 102 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 33384709947..eb9968a85c2 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -566,6 +566,10 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
node = new AbsorptionVolumeNode();
}
+ else if(b_node.is_a(&RNA_ShaderNodeVolumePrincipled)) {
+ PrincipledVolumeNode *principled = new PrincipledVolumeNode();
+ node = principled;
+ }
else if(b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
node = new GeometryNode();
}
@@ -1024,6 +1028,10 @@ static void add_nodes(Scene *scene,
for(b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
BL::NodeSocket to_socket(b_link->to_socket());
SocketType::Type to_socket_type = convert_socket_type(to_socket);
+ if (to_socket_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(to_socket_type, to_socket_type, true);
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
@@ -1047,6 +1055,10 @@ static void add_nodes(Scene *scene,
*/
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
SocketType::Type input_type = convert_socket_type(*b_input);
+ if (input_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(input_type, input_type, true);
graph->add(proxy);
@@ -1059,6 +1071,10 @@ static void add_nodes(Scene *scene,
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
SocketType::Type output_type = convert_socket_type(*b_output);
+ if (output_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
ConvertNode *proxy = new ConvertNode(output_type, output_type, true);
graph->add(proxy);
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 {
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 60c536f1ec1..7006fb6fe1d 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -2844,6 +2844,120 @@ void ScatterVolumeNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_scatter_volume");
}
+/* Principled Volume Closure */
+
+NODE_DEFINE(PrincipledVolumeNode)
+{
+ NodeType* type = NodeType::add("principled_volume", create, NodeType::SHADER);
+
+ SOCKET_IN_STRING(density_attribute, "Density Attribute", ustring());
+ SOCKET_IN_STRING(color_attribute, "Color Attribute", ustring());
+ SOCKET_IN_STRING(temperature_attribute, "Temperature Attribute", ustring());
+
+ SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 0.5f));
+ SOCKET_IN_FLOAT(density, "Density", 1.0f);
+ SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f);
+ SOCKET_IN_COLOR(absorption_color, "Absorption Color", make_float3(0.0f, 0.0f, 0.0f));
+ SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 0.0f);
+ SOCKET_IN_COLOR(emission_color, "Emission Color", make_float3(1.0f, 1.0f, 1.0f));
+ SOCKET_IN_FLOAT(blackbody_intensity, "Blackbody Intensity", 0.0f);
+ SOCKET_IN_COLOR(blackbody_tint, "Blackbody Tint", make_float3(1.0f, 1.0f, 1.0f));
+ SOCKET_IN_FLOAT(temperature, "Temperature", 1500.0f);
+ SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL);
+
+ SOCKET_OUT_CLOSURE(volume, "Volume");
+
+ return type;
+}
+
+PrincipledVolumeNode::PrincipledVolumeNode()
+: VolumeNode(node_type)
+{
+ closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
+}
+
+void PrincipledVolumeNode::attributes(Shader *shader, AttributeRequestSet *attributes)
+{
+ if(shader->has_volume) {
+ ShaderInput *density_in = input("Density");
+ ShaderInput *blackbody_in = input("Blackbody Intensity");
+
+ if(density_in->link || density > 0.0f) {
+ attributes->add_standard(density_attribute);
+ attributes->add_standard(color_attribute);
+ }
+
+ if(blackbody_in->link || blackbody_intensity > 0.0f) {
+ attributes->add_standard(temperature_attribute);
+ }
+
+ attributes->add(ATTR_STD_GENERATED_TRANSFORM);
+ }
+
+ ShaderNode::attributes(shader, attributes);
+}
+
+void PrincipledVolumeNode::compile(SVMCompiler& compiler)
+{
+ ShaderInput *color_in = input("Color");
+ ShaderInput *density_in = input("Density");
+ ShaderInput *anisotropy_in = input("Anisotropy");
+ ShaderInput *absorption_color_in = input("Absorption Color");
+ ShaderInput *emission_in = input("Emission Strength");
+ ShaderInput *emission_color_in = input("Emission Color");
+ ShaderInput *blackbody_in = input("Blackbody Intensity");
+ ShaderInput *blackbody_tint_in = input("Blackbody Tint");
+ ShaderInput *temperature_in = input("Temperature");
+
+ if(color_in->link)
+ compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in));
+ else
+ compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color);
+
+ compiler.add_node(NODE_PRINCIPLED_VOLUME,
+ compiler.encode_uchar4(
+ compiler.stack_assign_if_linked(density_in),
+ compiler.stack_assign_if_linked(anisotropy_in),
+ compiler.stack_assign(absorption_color_in),
+ compiler.closure_mix_weight_offset()),
+ compiler.encode_uchar4(
+ compiler.stack_assign_if_linked(emission_in),
+ compiler.stack_assign(emission_color_in),
+ compiler.stack_assign_if_linked(blackbody_in),
+ compiler.stack_assign(temperature_in)),
+ compiler.stack_assign(blackbody_tint_in));
+
+ int attr_density = compiler.attribute_standard(density_attribute);
+ int attr_color = compiler.attribute_standard(color_attribute);
+ int attr_temperature = compiler.attribute_standard(temperature_attribute);
+
+ compiler.add_node(
+ __float_as_int(density),
+ __float_as_int(anisotropy),
+ __float_as_int(emission_strength),
+ __float_as_int(blackbody_intensity));
+
+ compiler.add_node(
+ attr_density,
+ attr_color,
+ attr_temperature);
+}
+
+void PrincipledVolumeNode::compile(OSLCompiler& compiler)
+{
+ if(Attribute::name_standard(density_attribute.c_str())) {
+ density_attribute = ustring("geom:" + density_attribute.string());
+ }
+ if(Attribute::name_standard(color_attribute.c_str())) {
+ color_attribute = ustring("geom:" + color_attribute.string());
+ }
+ if(Attribute::name_standard(temperature_attribute.c_str())) {
+ temperature_attribute = ustring("geom:" + temperature_attribute.string());
+ }
+
+ compiler.add(this, "node_principled_volume");
+}
+
/* Hair BSDF Closure */
NODE_DEFINE(HairBsdfNode)
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index bc516af4511..33df2866341 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -561,6 +561,25 @@ public:
float anisotropy;
};
+class PrincipledVolumeNode : public VolumeNode {
+public:
+ SHADER_NODE_CLASS(PrincipledVolumeNode)
+ void attributes(Shader *shader, AttributeRequestSet *attributes);
+ bool has_attribute_dependency() { return true; }
+
+ ustring density_attribute;
+ ustring color_attribute;
+ ustring temperature_attribute;
+
+ float anisotropy;
+ float3 absorption_color;
+ float emission_strength;
+ float3 emission_color;
+ float blackbody_intensity;
+ float3 blackbody_tint;
+ float temperature;
+};
+
class HairBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(HairBsdfNode)
diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py
index 6b9442769af..4c2a9e76dc7 100644
--- a/release/scripts/startup/bl_operators/object_quick_effects.py
+++ b/release/scripts/startup/bl_operators/object_quick_effects.py
@@ -387,102 +387,16 @@ class QuickSmoke(Operator):
node_out = nodes.new(type='ShaderNodeOutputMaterial')
node_out.location = grid_location(6, 1)
- # Add shader 1
- node_add_shader_1 = nodes.new(type='ShaderNodeAddShader')
- node_add_shader_1.location = grid_location(5, 1)
- links.new(node_add_shader_1.outputs["Shader"],
+ # Add Principled Volume
+ node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
+ node_principled.location = grid_location(4, 1)
+ links.new(node_principled.outputs["Volume"],
node_out.inputs["Volume"])
- if self.style in {'SMOKE', 'FIRE', 'BOTH'}:
- # Smoke
-
- # Add shader 2
- node_add_shader_2 = nodes.new(type='ShaderNodeAddShader')
- node_add_shader_2.location = grid_location(4, 2)
- links.new(node_add_shader_2.outputs["Shader"],
- node_add_shader_1.inputs[0])
-
- # Volume scatter
- node_scatter = nodes.new(type='ShaderNodeVolumeScatter')
- node_scatter.location = grid_location(3, 3)
- links.new(node_scatter.outputs["Volume"],
- node_add_shader_2.inputs[0])
-
- # Volume absorption
- node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption')
- node_absorption.location = grid_location(3, 2)
- links.new(node_absorption.outputs["Volume"],
- node_add_shader_2.inputs[1])
-
- # Density Multiplier
- node_densmult = nodes.new(type='ShaderNodeMath')
- node_densmult.location = grid_location(2, 2)
- node_densmult.operation = 'MULTIPLY'
- node_densmult.inputs[1].default_value = 5.0
- links.new(node_densmult.outputs["Value"],
- node_scatter.inputs["Density"])
- links.new(node_densmult.outputs["Value"],
- node_absorption.inputs["Density"])
-
- # Attribute "density"
- node_attrib_density = nodes.new(type='ShaderNodeAttribute')
- node_attrib_density.attribute_name = "density"
- node_attrib_density.location = grid_location(1, 2)
- links.new(node_attrib_density.outputs["Fac"],
- node_densmult.inputs[0])
-
- # Attribute "color"
- node_attrib_color = nodes.new(type='ShaderNodeAttribute')
- node_attrib_color.attribute_name = "color"
- node_attrib_color.location = grid_location(2, 3)
- links.new(node_attrib_color.outputs["Color"],
- node_scatter.inputs["Color"])
- links.new(node_attrib_color.outputs["Color"],
- node_absorption.inputs["Color"])
+ node_principled.inputs["Density"].default_value = 5.0
if self.style in {'FIRE', 'BOTH'}:
- # Fire
-
- # Emission
- node_emission = nodes.new(type='ShaderNodeEmission')
- node_emission.inputs["Color"].default_value = (0.8, 0.1, 0.01, 1.0)
- node_emission.location = grid_location(4, 1)
- links.new(node_emission.outputs["Emission"],
- node_add_shader_1.inputs[1])
-
- # Flame strength multiplier
- node_flame_strength_mult = nodes.new(type='ShaderNodeMath')
- node_flame_strength_mult.location = grid_location(3, 1)
- node_flame_strength_mult.operation = 'MULTIPLY'
- node_flame_strength_mult.inputs[1].default_value = 2.5
- links.new(node_flame_strength_mult.outputs["Value"],
- node_emission.inputs["Strength"])
-
- # Color ramp Flame
- node_flame_ramp = nodes.new(type='ShaderNodeValToRGB')
- node_flame_ramp.location = grid_location(1, 1)
- ramp = node_flame_ramp.color_ramp
- ramp.interpolation = 'EASE'
-
- # orange
- elem = ramp.elements.new(0.5)
- elem.color = (1.0, 0.128, 0.0, 1.0)
-
- # yellow
- elem = ramp.elements.new(0.9)
- elem.color = (0.9, 0.6, 0.1, 1.0)
-
- links.new(node_flame_ramp.outputs["Color"],
- node_emission.inputs["Color"])
-
- # Attribute "flame"
- node_attrib_flame = nodes.new(type='ShaderNodeAttribute')
- node_attrib_flame.attribute_name = "flame"
- node_attrib_flame.location = grid_location(0, 1)
- links.new(node_attrib_flame.outputs["Fac"],
- node_flame_ramp.inputs["Fac"])
- links.new(node_attrib_flame.outputs["Fac"],
- node_flame_strength_mult.inputs[0])
+ node_principled.inputs["Blackbody Intensity"].default_value = 1.0
# Blender Internal
else:
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index c433850cac4..7089f691ff2 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -244,6 +244,7 @@ shader_node_categories = [
NodeItem("ShaderNodeHoldout", poll=object_shader_nodes_poll),
NodeItem("ShaderNodeVolumeAbsorption"),
NodeItem("ShaderNodeVolumeScatter"),
+ NodeItem("ShaderNodeVolumePrincipled"),
]),
ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexImage"),
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 8a736c9952d..05ba3ac1df4 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -792,6 +792,7 @@ struct ShadeResult;
#define SH_NODE_BEVEL 197
#define SH_NODE_DISPLACEMENT 198
#define SH_NODE_VECTOR_DISPLACEMENT 199
+#define SH_NODE_VOLUME_PRINCIPLED 200
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 00f5f0f84b6..5d4b1ae8170 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3616,6 +3616,7 @@ static void registerShaderNodes(void)
register_node_type_sh_holdout();
register_node_type_sh_volume_absorption();
register_node_type_sh_volume_scatter();
+ register_node_type_sh_volume_principled();
register_node_type_sh_subsurface_scattering();
register_node_type_sh_mix_shader();
register_node_type_sh_add_shader();
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index 1acd1c4ea46..5247599bdf7 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -210,6 +210,7 @@ set(SRC
shader/nodes/node_shader_tex_wave.c
shader/nodes/node_shader_volume_scatter.c
shader/nodes/node_shader_volume_absorption.c
+ shader/nodes/node_shader_volume_principled.c
shader/nodes/node_shader_uvAlongStroke.c
shader/nodes/node_shader_uvmap.c
shader/node_shader_tree.c
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index 6ed71e02823..b00307ed7fb 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -114,6 +114,7 @@ void register_node_type_sh_emission(void);
void register_node_type_sh_holdout(void);
void register_node_type_sh_volume_absorption(void);
void register_node_type_sh_volume_scatter(void);
+void register_node_type_sh_volume_principled(void);
void register_node_type_sh_bsdf_hair(void);
void register_node_type_sh_subsurface_scattering(void);
void register_node_type_sh_mix_shader(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index 2db23c2122d..bc90e33ed03 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -92,6 +92,7 @@ DefNode( ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BS
DefNode( ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","")
DefNode( ShaderNode, SH_NODE_VOLUME_ABSORPTION, 0, "VOLUME_ABSORPTION", VolumeAbsorption, "Volume Absorption", "" )
DefNode( ShaderNode, SH_NODE_VOLUME_SCATTER, 0, "VOLUME_SCATTER", VolumeScatter, "Volume Scatter", "" )
+DefNode( ShaderNode, SH_NODE_VOLUME_PRINCIPLED, 0, "PRINCIPLED_VOLUME", VolumePrincipled, "Principled Volume", "" )
DefNode( ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "" )
DefNode( ShaderNode, SH_NODE_NEW_GEOMETRY, 0, "NEW_GEOMETRY", NewGeometry, "Geometry", "" )
DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", LightPath, "Light Path", "" )
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_principled.c b/source/blender/nodes/shader/nodes/node_shader_volume_principled.c
new file mode 100644
index 00000000000..f9a481e6c7e
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_principled.c
@@ -0,0 +1,85 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_volume_principled_in[] = {
+ { SOCK_RGBA, 1, N_("Color"), 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
+ { SOCK_STRING, 1, N_("Color Attribute"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_STRING, 1, N_("Density Attribute"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Anisotropy"), 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, PROP_FACTOR},
+ { SOCK_RGBA, 1, N_("Absorption Color"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Emission Strength"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1000.0f},
+ { SOCK_RGBA, 1, N_("Emission Color"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Blackbody Intensity"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_RGBA, 1, N_("Blackbody Tint"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Temperature"), 1000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 6500.0f},
+ { SOCK_STRING, 1, N_("Temperature Attribute"),0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_volume_principled_out[] = {
+ { SOCK_SHADER, 0, N_("Volume")},
+ { -1, 0, "" }
+};
+
+static void node_shader_init_volume_principled(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
+ if (STREQ(sock->name, "Density Attribute")) {
+ strcpy(((bNodeSocketValueString *)sock->default_value)->value, "density");
+ }
+ else if (STREQ(sock->name, "Temperature Attribute")) {
+ strcpy(((bNodeSocketValueString *)sock->default_value)->value, "temperature");
+ }
+ }
+}
+
+static int node_shader_gpu_volume_principled(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
+{
+ return false;
+}
+
+/* node type definition */
+void register_node_type_sh_volume_principled(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_VOLUME_PRINCIPLED, "Principled Volume", NODE_CLASS_SHADER, 0);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_socket_templates(&ntype, sh_node_volume_principled_in, sh_node_volume_principled_out);
+ node_type_size_preset(&ntype, NODE_SIZE_LARGE);
+ node_type_init(&ntype, node_shader_init_volume_principled);
+ node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_volume_principled);
+
+ nodeRegisterType(&ntype);
+}
+
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
index 0c5647b4ba8..ed56df257b7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
@@ -32,7 +32,7 @@
static bNodeSocketTemplate sh_node_volume_scatter_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
- { SOCK_FLOAT, 1, N_("Anisotropy"),0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Anisotropy"),0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, PROP_FACTOR},
{ -1, 0, "" }
};