Cycles: add Principled Volume shader.

Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.

Differential Revision: https://developer.blender.org/D3033
This commit is contained in:
Brecht Van Lommel 2018-01-30 15:05:19 +01:00
parent acd619d7c9
commit 0aec2dcd3a
17 changed files with 456 additions and 102 deletions

View File

@ -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);

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@ -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

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@ -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();
}
}
}
}

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@ -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__

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@ -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;

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@ -135,6 +135,7 @@ typedef enum ShaderNodeType {
NODE_BEVEL,
NODE_DISPLACEMENT,
NODE_VECTOR_DISPLACEMENT,
NODE_PRINCIPLED_VOLUME,
} ShaderNodeType;
typedef enum NodeAttributeType {

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@ -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)

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@ -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)

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@ -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:

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@ -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"),

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@ -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

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@ -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();

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@ -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

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@ -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);

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@ -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", "" )

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@ -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);
}

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@ -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, "" }
};