Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-01-30 | Cycles: Pass Blender's C++ RNA structures by reference | Sergey Sharybin | |
This way we avoid passing structures which could be up to few hundred bytes by value to the utility functions. Ideally we'll also have to add `const` qualifier in majority of the calls, but C++ RNA does not allow us to do that because it does not know if some function modifies contents or not. | |||
2016-01-26 | Fix T47214: Keyed Particles don't render correctly when used for point ↵ | Sergey Sharybin | |
density input The issue was caused by different AABB used by Cycles and texture sampler. Instead of trying to keep this two functions in sync we now do have an utility call in the point density node to query the AABB. | |||
2015-10-08 | Cycles: Cleanup, whitespace around keywords | Sergey Sharybin | |
2015-10-01 | Cycles: Correction to point density with particle source and world mapping | Sergey Sharybin | |
2015-07-18 | Cycles: Point density texture support | Sergey Sharybin | |
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! |