From 9b406162490d9ee93e9786350432cdc1563b7bf6 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Sat, 18 Jul 2015 22:36:09 +0200 Subject: 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! --- release/scripts/startup/nodeitems_builtins.py | 1 + 1 file changed, 1 insertion(+) (limited to 'release/scripts') diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py index cada125c6c2..c3def14787d 100644 --- a/release/scripts/startup/nodeitems_builtins.py +++ b/release/scripts/startup/nodeitems_builtins.py @@ -237,6 +237,7 @@ shader_node_categories = [ NodeItem("ShaderNodeTexMagic"), NodeItem("ShaderNodeTexChecker"), NodeItem("ShaderNodeTexBrick"), + NodeItem("ShaderNodeTexPointDensity"), ]), ShaderNewNodeCategory("SH_NEW_OP_COLOR", "Color", items=[ NodeItem("ShaderNodeMixRGB"), -- cgit v1.2.3