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2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-12use vector size and const args where possible (no functional change)Campbell Barton
2011-09-12Fix for bug #28332: Smoke Simulation rendering artifacts.Miika Hamalainen
Volume pre-caching altered shared data simultaneously in multiple threads, causing invalid scattering results when "Asymmetry" value was used. The view vector is now passed as a function argument.
2011-02-27doxygen: blender/render tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-05Raytrace modifications from the Render Branch.Brecht Van Lommel
These should not have any effect on render results, except in some cases with you have overlapping faces, where the noise seems to be slightly reduced. There are some performance improvements, for simple scenes I wouldn't expect more than 5-10% to be cut off the render time, for sintel scenes we got about 50% on average, that's with millions of polygons on intel quad cores. This because memory access / cache misses were the main bottleneck for those scenes, and the optimizations improve that. Interal changes: * Remove RE_raytrace.h, raytracer is now only used by render engine again. * Split non-public parts rayobject.h into rayobject_internal.h, hopefully makes it clearer how the API is used. * Added rayintersection.h to contain some of the stuff from RE_raytrace.h * Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes normalized and sometimes not, confusing... now dir is always normalized and dist contains the distance. * Change VECCOPY and similar to BLI_math functions. * Force inlining of auxiliary functions for ray-triangle/quad intersection, helps a few percentages. * Reorganize svbvh code so all the traversal functions are in one file * Don't do test for root so that push_childs can be inlined * Make shadow a template parameter so it doesn't need to be runtime checked * Optimization in raytree building, was computing bounding boxes more often than necessary. * Leave out logf() factor in SAH, makes tree build quicker with no noticeable influence on raytracing on performance? * Set max childs to 4, simplifies traversal code a bit, but also seems to help slightly in general. * Store child pointers and child bb just as fixed arrays of size 4 in nodes, nearly all nodes have this many children, so overall it actually reduces memory usage a bit and avoids a pointer indirection.
2010-02-12correct fsf addressCampbell Barton
2009-09-30Rework of volume shadingMatt Ebb
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-08-262.5 - Warning cleanups (for mingw+scons)Joshua Leung
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-08-20* a few more small cleanupsMatt Ebb
2008-12-31Volume renderingMatt Ebb
* Fixed an old problem where if both the camera and a solid surface were inside a volume, the volume wouldn't attenuate in front of the surface (was visible in the blender conference art festival clouds animation: http://mke3.net/blender/devel/rendering/volumetrics/vol_shade_cam_inside.mov * Initial support for refracting solids inside volumes. I might be able to make this work better, but not sure at the moment. It's a bit dodgy, limited by the code that does the recursive ray shading - it's really not set up for this kind of thing and could use a refactor very much.
2008-11-15cleaned some code and split volume precaching into a new fileMatt Ebb
2008-10-17non-working WIP commit to continue coding at home.Matt Ebb
nothing to see here, move along!
2008-10-13* Raytraced shadow casting for volumesMatt Ebb
This is a first version and still has a couple of things undefined or unimplemented, such as external objects casting shadows on or within volumes, however volume->solid shadows are going ok. http://mke3.net/blender/devel/rendering/volumetrics/shadows_test_02.mov http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad3.blend As with other transparent raytraced shadows in Blender ,in order to make it work, you must enable 'TraShad' on the material *receiving* the shadow. It would be nice to make this a bit easier to use, since there's not much chance you want a volume material to be casting solid shadows, but that's a bigger issue in the renderer outside this scope. The volume shadows are working from the same physical basis of absorption, and support coloured absorption: http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_absorption.png They also work properly with multi-sampled (i.e. QMC) soft shadows: http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_sharp.png http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_soft.png And by popular request the test file: http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad_clouds.blend
2008-09-22* Volume renderingMatt Ebb
This is an initial commit to get it in SVN and make it easier to work on. Don't expect it to work perfectly, it's still in development and there's plenty of work still needing to be done. And so no I'm not very interested in hearing bug reports or feature requests at this stage :) There's some info on this, and a todo list at: http://mke3.net/weblog/volume-rendering/ Right now I'm trying to focus on getting shading working correctly (there's currently a problem in which 'surfaces' of the volume facing towards or away from light sources are getting shaded differently to how they should be), then I'll work on integration issues, like taking materials behind the volume into account, blending with alpha, etc. You can do simple testing though, mapping textures to density or emission on a cube with volume material.