Commit: cdd1d5a93c432ddbee8a8e578b0c28781aef71da
Author: Thomas Dinges
Date:   Fri Sep 5 16:17:24 2014 +0200
Branches: master
https://developer.blender.org/rBcdd1d5a93c432ddbee8a8e578b0c28781aef71da

Cycles: Initial support for volume ray visibility.

This adds a new "Volume Scatter" option to the "Ray Visibility" panels and can 
be used to e.g. exclude lamps from having an influence on the volume. See 
release logs for an example: 
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles

Differential revision: https://developer.blender.org/D771

===================================================================

M       intern/cycles/blender/addon/properties.py
M       intern/cycles/blender/addon/ui.py
M       intern/cycles/blender/blender_object.cpp
M       intern/cycles/blender/blender_shader.cpp
M       intern/cycles/kernel/kernel_accumulate.h
M       intern/cycles/kernel/kernel_emission.h
M       intern/cycles/kernel/kernel_types.h
M       intern/cycles/render/background.cpp
M       intern/cycles/render/light.cpp
M       intern/cycles/render/light.h

===================================================================

diff --git a/intern/cycles/blender/addon/properties.py 
b/intern/cycles/blender/addon/properties.py
index 59e60a9..f3885b4 100644
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@ -731,6 +731,11 @@ class CyclesVisibilitySettings(bpy.types.PropertyGroup):
                 description="Object visibility for shadow rays",
                 default=True,
                 )
+        cls.scatter = BoolProperty(
+                name="Volume Scatter",
+                description="Object visibility for volume scatter rays",
+                default=True,
+                )
 
     @classmethod
     def unregister(cls):
diff --git a/intern/cycles/blender/addon/ui.py 
b/intern/cycles/blender/addon/ui.py
index aab9f83..198926e 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -618,6 +618,7 @@ class CyclesObject_PT_ray_visibility(CyclesButtonsPanel, 
Panel):
         flow.prop(visibility, "diffuse")
         flow.prop(visibility, "glossy")
         flow.prop(visibility, "transmission")
+        flow.prop(visibility, "scatter")
 
         if ob.type != 'LAMP':
             flow.prop(visibility, "shadow")
@@ -897,6 +898,7 @@ class CyclesWorld_PT_ray_visibility(CyclesButtonsPanel, 
Panel):
         flow.prop(visibility, "diffuse")
         flow.prop(visibility, "glossy")
         flow.prop(visibility, "transmission")
+        flow.prop(visibility, "scatter")
 
 
 class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
diff --git a/intern/cycles/blender/blender_object.cpp 
b/intern/cycles/blender/blender_object.cpp
index 94dec0b..1e07c5f 100644
--- a/intern/cycles/blender/blender_object.cpp
+++ b/intern/cycles/blender/blender_object.cpp
@@ -82,6 +82,7 @@ static uint object_ray_visibility(BL::Object b_ob)
        flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
        flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
        flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
+       flag |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;
 
        return flag;
 }
@@ -172,6 +173,7 @@ void BlenderSync::sync_light(BL::Object b_parent, int 
persistent_id[OBJECT_PERSI
        light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
        light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
        light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
+       light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
 
        /* tag */
        light->tag_update(scene);
diff --git a/intern/cycles/blender/blender_shader.cpp 
b/intern/cycles/blender/blender_shader.cpp
index 193eb69..7752c1c 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -1071,6 +1071,7 @@ void BlenderSync::sync_world(bool update_all)
                        visibility |= get_boolean(cvisibility, "diffuse")? 
PATH_RAY_DIFFUSE: 0;
                        visibility |= get_boolean(cvisibility, "glossy")? 
PATH_RAY_GLOSSY: 0;
                        visibility |= get_boolean(cvisibility, "transmission")? 
PATH_RAY_TRANSMIT: 0;
+                       visibility |= get_boolean(cvisibility, "scatter")? 
PATH_RAY_VOLUME_SCATTER: 0;
 
                        background->visibility = visibility;
                }
diff --git a/intern/cycles/kernel/kernel_accumulate.h 
b/intern/cycles/kernel/kernel_accumulate.h
index 5b2233f..f493b38 100644
--- a/intern/cycles/kernel/kernel_accumulate.h
+++ b/intern/cycles/kernel/kernel_accumulate.h
@@ -32,6 +32,7 @@ ccl_device_inline void bsdf_eval_init(BsdfEval *eval, 
ClosureType type, float3 v
                eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
                eval->transparent = make_float3(0.0f, 0.0f, 0.0f);
                eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                if(type == CLOSURE_BSDF_TRANSPARENT_ID)
                        eval->transparent = value;
@@ -43,6 +44,8 @@ ccl_device_inline void bsdf_eval_init(BsdfEval *eval, 
ClosureType type, float3 v
                        eval->transmission = value;
                else if(CLOSURE_IS_BSDF_BSSRDF(type))
                        eval->subsurface = value;
+               else if(CLOSURE_IS_PHASE(type))
+                       eval->scatter = value;
        }
        else
                eval->diffuse = value;
@@ -55,7 +58,7 @@ ccl_device_inline void bsdf_eval_accum(BsdfEval *eval, 
ClosureType type, float3
 {
 #ifdef __PASSES__
        if(eval->use_light_pass) {
-               if(CLOSURE_IS_BSDF_DIFFUSE(type) || CLOSURE_IS_PHASE(type))
+               if(CLOSURE_IS_BSDF_DIFFUSE(type))
                        eval->diffuse += value;
                else if(CLOSURE_IS_BSDF_GLOSSY(type))
                        eval->glossy += value;
@@ -63,6 +66,8 @@ ccl_device_inline void bsdf_eval_accum(BsdfEval *eval, 
ClosureType type, float3
                        eval->transmission += value;
                else if(CLOSURE_IS_BSDF_BSSRDF(type))
                        eval->subsurface += value;
+               else if(CLOSURE_IS_PHASE(type))
+                       eval->scatter += value;
 
                /* skipping transparent, this function is used by for eval(), 
will be zero then */
        }
@@ -81,7 +86,8 @@ ccl_device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
                        && is_zero(eval->glossy)
                        && is_zero(eval->transmission)
                        && is_zero(eval->transparent)
-                       && is_zero(eval->subsurface);
+                       && is_zero(eval->subsurface)
+                       && is_zero(eval->scatter);
        }
        else
                return is_zero(eval->diffuse);
@@ -98,6 +104,7 @@ ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float3 
value)
                eval->glossy *= value;
                eval->transmission *= value;
                eval->subsurface *= value;
+               eval->scatter *= value;
 
                /* skipping transparent, this function is used by for eval(), 
will be zero then */
        }
@@ -130,21 +137,25 @@ ccl_device_inline void path_radiance_init(PathRadiance 
*L, int use_light_pass)
                L->color_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->color_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->color_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->color_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
                L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
                L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f);
                L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->emission = make_float3(0.0f, 0.0f, 0.0f);
                L->background = make_float3(0.0f, 0.0f, 0.0f);
@@ -174,14 +185,16 @@ ccl_device_inline void 
path_radiance_bsdf_bounce(PathRadiance *L, float3 *throug
                        L->path_glossy = bsdf_eval->glossy*value;
                        L->path_transmission = bsdf_eval->transmission*value;
                        L->path_subsurface = bsdf_eval->subsurface*value;
+                       L->path_scatter = bsdf_eval->scatter*value;
 
-                       *throughput = L->path_diffuse + L->path_glossy + 
L->path_transmission + L->path_subsurface;
+                       *throughput = L->path_diffuse + L->path_glossy + 
L->path_transmission + L->path_subsurface + L->path_scatter;
                        
                        L->direct_throughput = *throughput;
                }
                else {
                        /* transparent bounce before first hit, or indirectly 
visible through BSDF */
-                       float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + 
bsdf_eval->transmission + bsdf_eval->transparent + 
bsdf_eval->subsurface)*inverse_pdf;
+                       float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + 
bsdf_eval->transmission + bsdf_eval->transparent +
+                                                 bsdf_eval->subsurface + 
bsdf_eval->scatter) * inverse_pdf;
                        *throughput *= sum;
                }
        }
@@ -241,6 +254,7 @@ ccl_device_inline void 
path_radiance_accum_light(PathRadiance *L, float3 through
                        L->direct_glossy += throughput*bsdf_eval->glossy*shadow;
                        L->direct_transmission += 
throughput*bsdf_eval->transmission*shadow;
                        L->direct_subsurface += 
throughput*bsdf_eval->subsurface*shadow;
+                       L->direct_scatter += 
throughput*bsdf_eval->scatter*shadow;
 
                        if(is_lamp) {
                                L->shadow.x += shadow.x*shadow_fac;
@@ -250,7 +264,7 @@ ccl_device_inline void 
path_radiance_accum_light(PathRadiance *L, float3 through
                }
                else {
                        /* indirectly visible lighting after BSDF bounce */
-                       float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + 
bsdf_eval->transmission + bsdf_eval->subsurface;
+                       float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + 
bsdf_eval->transmission + bsdf_eval->subsurface + bsdf_eval->scatter;
                        L->indirect += throughput*sum*shadow;
                }
        }
@@ -291,12 +305,14 @@ ccl_device_inline void 
path_radiance_sum_indirect(PathRadiance *L)
                L->direct_glossy += L->path_glossy*L->direct_emission;
                L->direct_transmission += 
L->path_transmission*L->direct_emission;
                L->direct_subsurface += L->path_subsurface*L->direct_emission;
+               L->direct_scatter += L->path_scatter*L->direct_emission;
 
                L->indirect = safe_divide_color(L->indirect, 
L->direct_throughput);
                L->indirect_diffuse += L->path_diffuse*L->indirect;
                L->indirect_glossy += L->path_glossy*L->indirect;
                L->indirect_transmission += L->path_transmission*L->indirect;
                L->indirect_subsurface += L->path_subsurface*L->indirect;
+               L->indirect_scatter += L->path_scatter*L->indirect;
        }
 #endif
 }
@@ -309,6 +325,7 @@ ccl_device_inline void 
path_radiance_reset_indirect(PathRadiance *L)
                L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
                L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
                L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+               L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
 
                L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
                L->indirect = make_float3(0.0f, 0.0f, 0.0f);
@@ -327,8 +344,8 @@ ccl_device_inline float3 
path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadi
        if(L->use_light_pass) {
                path_radiance_sum_indirect(L);
 
-               L_direct = L->direct_diffuse + L->direct_glossy + 
L->direct_transmission + L->direct_subsurface + L->emission;
-               L_indirect = L->indirect_diffuse + L->indirect_glossy + 
L->indirect_transmission + L->indirect_subsurface;
+               L_direct = L->direct_diffuse + L->direct_glossy + 
L->direct_transmission + L->direct_subsurface + L->direct_scatter + L->emission;
+               L_indirect = L->indirect_diffuse + L->indirect_gl

@@ Diff output truncated at 10240 characters. @@

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to