forked from bartvdbraak/blender
Brecht Van Lommel
e369a5c485
This is the simplest possible volume rendering case, constant density inside the volume and no scattering or emission. My plan is to tweak, verify and commit more volume rendering effects one by one, doing it all at once makes it difficult to verify correctness and track down bugs. Documentation is here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume Currently this hooks into path tracing in 3 ways, which should get us pretty far until we add more advanced light sampling. These 3 hooks are repeated in the path tracing, branched path tracing and transparent shadow code: * Determine active volume shader at start of the path * Change active volume shader on transmission through a surface * Light attenuation over line segments between camera, surfaces and background This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
432 lines
16 KiB
Python
432 lines
16 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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import nodeitems_utils
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from nodeitems_utils import NodeCategory, NodeItem, NodeItemCustom
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# Subclasses for standard node types
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class CompositorNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.tree_type == 'CompositorNodeTree')
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class ShaderNewNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.tree_type == 'ShaderNodeTree' and
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context.scene.render.use_shading_nodes)
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class ShaderOldNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.tree_type == 'ShaderNodeTree' and
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not context.scene.render.use_shading_nodes)
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class TextureNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'TextureNodeTree'
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# menu entry for making a new group from selected nodes
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def group_make_draw(self, layout, context):
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layout.operator("node.group_make")
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layout.separator()
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# maps node tree type to group node type
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node_tree_group_type = {
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'CompositorNodeTree': 'CompositorNodeGroup',
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'ShaderNodeTree': 'ShaderNodeGroup',
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'TextureNodeTree': 'TextureNodeGroup',
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}
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# generic node group items generator for shader, compositor and texture node groups
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def node_group_items(context):
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space = context.space_data
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if not space:
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return
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ntree = space.edit_tree
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if not ntree:
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return
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yield NodeItemCustom(draw=group_make_draw)
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def contains_group(nodetree, group):
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if nodetree == group:
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return True
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else:
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for node in nodetree.nodes:
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if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
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if contains_group(node.node_tree, group):
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return True
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return False
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for group in context.blend_data.node_groups:
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if group.bl_idname != ntree.bl_idname:
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continue
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# filter out recursive groups
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if contains_group(group, ntree):
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continue
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yield NodeItem(node_tree_group_type[group.bl_idname],
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group.name,
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{"node_tree": "bpy.data.node_groups[%r]" % group.name})
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# only show input/output nodes inside node groups
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def group_input_output_item_poll(context):
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space = context.space_data
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if space.edit_tree in bpy.data.node_groups.values():
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return True
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return False
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# All standard node categories currently used in nodes.
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shader_node_categories = [
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# Shader Nodes
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ShaderOldNodeCategory("SH_INPUT", "Input", items=[
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NodeItem("ShaderNodeMaterial"),
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NodeItem("ShaderNodeCameraData"),
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NodeItem("ShaderNodeLampData"),
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NodeItem("ShaderNodeValue"),
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NodeItem("ShaderNodeRGB"),
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NodeItem("ShaderNodeTexture"),
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NodeItem("ShaderNodeGeometry"),
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NodeItem("ShaderNodeExtendedMaterial"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[
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NodeItem("ShaderNodeOutput"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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ShaderOldNodeCategory("SH_OP_COLOR", "Color", items=[
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NodeItem("ShaderNodeMixRGB"),
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NodeItem("ShaderNodeRGBCurve"),
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NodeItem("ShaderNodeInvert"),
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NodeItem("ShaderNodeHueSaturation"),
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]),
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ShaderOldNodeCategory("SH_OP_VECTOR", "Vector", items=[
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NodeItem("ShaderNodeNormal"),
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NodeItem("ShaderNodeMapping"),
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NodeItem("ShaderNodeVectorCurve"),
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]),
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ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
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NodeItem("ShaderNodeValToRGB"),
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NodeItem("ShaderNodeRGBToBW"),
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NodeItem("ShaderNodeMath"),
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NodeItem("ShaderNodeVectorMath"),
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NodeItem("ShaderNodeSqueeze"),
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NodeItem("ShaderNodeSeparateRGB"),
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NodeItem("ShaderNodeCombineRGB"),
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NodeItem("ShaderNodeSeparateHSV"),
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NodeItem("ShaderNodeCombineHSV"),
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]),
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ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items),
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ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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]),
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# New Shader Nodes (Cycles)
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ShaderNewNodeCategory("SH_NEW_INPUT", "Input", items=[
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NodeItem("ShaderNodeTexCoord"),
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NodeItem("ShaderNodeAttribute"),
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NodeItem("ShaderNodeLightPath"),
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NodeItem("ShaderNodeFresnel"),
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NodeItem("ShaderNodeLayerWeight"),
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NodeItem("ShaderNodeRGB"),
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NodeItem("ShaderNodeValue"),
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NodeItem("ShaderNodeTangent"),
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NodeItem("ShaderNodeNewGeometry"),
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NodeItem("ShaderNodeWireframe"),
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NodeItem("ShaderNodeObjectInfo"),
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NodeItem("ShaderNodeHairInfo"),
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NodeItem("ShaderNodeParticleInfo"),
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NodeItem("ShaderNodeCameraData"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
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NodeItem("ShaderNodeOutputMaterial"),
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NodeItem("ShaderNodeOutputLamp"),
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NodeItem("ShaderNodeOutputWorld"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
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NodeItem("ShaderNodeMixShader"),
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NodeItem("ShaderNodeAddShader"),
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NodeItem("ShaderNodeBsdfDiffuse"),
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NodeItem("ShaderNodeBsdfGlossy"),
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NodeItem("ShaderNodeBsdfTransparent"),
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NodeItem("ShaderNodeBsdfRefraction"),
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NodeItem("ShaderNodeBsdfGlass"),
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NodeItem("ShaderNodeBsdfTranslucent"),
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NodeItem("ShaderNodeBsdfAnisotropic"),
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NodeItem("ShaderNodeBsdfVelvet"),
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NodeItem("ShaderNodeBsdfToon"),
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NodeItem("ShaderNodeSubsurfaceScattering"),
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NodeItem("ShaderNodeEmission"),
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NodeItem("ShaderNodeBsdfHair"),
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NodeItem("ShaderNodeBackground"),
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NodeItem("ShaderNodeAmbientOcclusion"),
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NodeItem("ShaderNodeHoldout"),
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NodeItem("ShaderNodeVolumeAbsorption"),
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]),
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ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexImage"),
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NodeItem("ShaderNodeTexEnvironment"),
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NodeItem("ShaderNodeTexSky"),
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NodeItem("ShaderNodeTexNoise"),
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NodeItem("ShaderNodeTexWave"),
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NodeItem("ShaderNodeTexVoronoi"),
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NodeItem("ShaderNodeTexMusgrave"),
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NodeItem("ShaderNodeTexGradient"),
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NodeItem("ShaderNodeTexMagic"),
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NodeItem("ShaderNodeTexChecker"),
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NodeItem("ShaderNodeTexBrick"),
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]),
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ShaderNewNodeCategory("SH_NEW_OP_COLOR", "Color", items=[
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NodeItem("ShaderNodeMixRGB"),
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NodeItem("ShaderNodeRGBCurve"),
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NodeItem("ShaderNodeInvert"),
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NodeItem("ShaderNodeLightFalloff"),
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NodeItem("ShaderNodeHueSaturation"),
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NodeItem("ShaderNodeGamma"),
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NodeItem("ShaderNodeBrightContrast"),
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]),
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ShaderNewNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
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NodeItem("ShaderNodeMapping"),
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NodeItem("ShaderNodeBump"),
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NodeItem("ShaderNodeNormalMap"),
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NodeItem("ShaderNodeNormal"),
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NodeItem("ShaderNodeVectorCurve"),
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NodeItem("ShaderNodeVectorTransform"),
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]),
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ShaderNewNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
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NodeItem("ShaderNodeMath"),
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NodeItem("ShaderNodeValToRGB"),
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NodeItem("ShaderNodeRGBToBW"),
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NodeItem("ShaderNodeVectorMath"),
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NodeItem("ShaderNodeSeparateRGB"),
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NodeItem("ShaderNodeCombineRGB"),
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NodeItem("ShaderNodeSeparateHSV"),
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NodeItem("ShaderNodeCombineHSV"),
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NodeItem("ShaderNodeWavelength"),
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NodeItem("ShaderNodeBlackbody"),
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]),
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ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
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NodeItem("ShaderNodeScript"),
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]),
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ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
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ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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]),
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]
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compositor_node_categories = [
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# Compositor Nodes
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CompositorNodeCategory("CMP_INPUT", "Input", items=[
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NodeItem("CompositorNodeRLayers"),
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NodeItem("CompositorNodeImage"),
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NodeItem("CompositorNodeMovieClip"),
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NodeItem("CompositorNodeMask"),
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NodeItem("CompositorNodeRGB"),
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NodeItem("CompositorNodeValue"),
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NodeItem("CompositorNodeTexture"),
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NodeItem("CompositorNodeBokehImage"),
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NodeItem("CompositorNodeTime"),
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NodeItem("CompositorNodeTrackPos"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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CompositorNodeCategory("CMP_OUTPUT", "Output", items=[
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NodeItem("CompositorNodeComposite"),
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NodeItem("CompositorNodeViewer"),
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NodeItem("CompositorNodeSplitViewer"),
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NodeItem("CompositorNodeOutputFile"),
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NodeItem("CompositorNodeLevels"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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CompositorNodeCategory("CMP_OP_COLOR", "Color", items=[
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NodeItem("CompositorNodeMixRGB"),
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NodeItem("CompositorNodeAlphaOver"),
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NodeItem("CompositorNodeInvert"),
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NodeItem("CompositorNodeCurveRGB"),
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NodeItem("CompositorNodeHueSat"),
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NodeItem("CompositorNodeColorBalance"),
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NodeItem("CompositorNodeHueCorrect"),
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NodeItem("CompositorNodeBrightContrast"),
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NodeItem("CompositorNodeGamma"),
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NodeItem("CompositorNodeColorCorrection"),
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NodeItem("CompositorNodeTonemap"),
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NodeItem("CompositorNodeZcombine"),
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]),
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CompositorNodeCategory("CMP_CONVERTOR", "Converter", items=[
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NodeItem("CompositorNodeMath"),
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NodeItem("CompositorNodeValToRGB"),
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NodeItem("CompositorNodeSetAlpha"),
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NodeItem("CompositorNodePremulKey"),
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NodeItem("CompositorNodeIDMask"),
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NodeItem("CompositorNodeRGBToBW"),
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NodeItem("CompositorNodeSepRGBA"),
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NodeItem("CompositorNodeCombRGBA"),
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NodeItem("CompositorNodeSepHSVA"),
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NodeItem("CompositorNodeCombHSVA"),
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NodeItem("CompositorNodeSepYUVA"),
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NodeItem("CompositorNodeCombYUVA"),
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NodeItem("CompositorNodeSepYCCA"),
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NodeItem("CompositorNodeCombYCCA"),
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]),
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CompositorNodeCategory("CMP_OP_FILTER", "Filter", items=[
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NodeItem("CompositorNodeBlur"),
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NodeItem("CompositorNodeBilateralblur"),
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NodeItem("CompositorNodeDilateErode"),
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NodeItem("CompositorNodeDespeckle"),
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NodeItem("CompositorNodeFilter"),
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NodeItem("CompositorNodeBokehBlur"),
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NodeItem("CompositorNodeVecBlur"),
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NodeItem("CompositorNodeDefocus"),
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NodeItem("CompositorNodeGlare"),
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NodeItem("CompositorNodeInpaint"),
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NodeItem("CompositorNodeDBlur"),
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NodeItem("CompositorNodePixelate"),
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]),
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CompositorNodeCategory("CMP_OP_VECTOR", "Vector", items=[
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NodeItem("CompositorNodeNormal"),
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NodeItem("CompositorNodeMapValue"),
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NodeItem("CompositorNodeMapRange"),
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NodeItem("CompositorNodeNormalize"),
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NodeItem("CompositorNodeCurveVec"),
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]),
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CompositorNodeCategory("CMP_MATTE", "Matte", items=[
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NodeItem("CompositorNodeKeying"),
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NodeItem("CompositorNodeKeyingScreen"),
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NodeItem("CompositorNodeChannelMatte"),
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NodeItem("CompositorNodeColorSpill"),
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NodeItem("CompositorNodeBoxMask"),
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NodeItem("CompositorNodeEllipseMask"),
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NodeItem("CompositorNodeLumaMatte"),
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NodeItem("CompositorNodeDiffMatte"),
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NodeItem("CompositorNodeDistanceMatte"),
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NodeItem("CompositorNodeChromaMatte"),
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NodeItem("CompositorNodeColorMatte"),
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NodeItem("CompositorNodeDoubleEdgeMask"),
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]),
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CompositorNodeCategory("CMP_DISTORT", "Distort", items=[
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NodeItem("CompositorNodeScale"),
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NodeItem("CompositorNodeLensdist"),
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NodeItem("CompositorNodeMovieDistortion"),
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NodeItem("CompositorNodeTranslate"),
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NodeItem("CompositorNodeRotate"),
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NodeItem("CompositorNodeFlip"),
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NodeItem("CompositorNodeCrop"),
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NodeItem("CompositorNodeDisplace"),
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NodeItem("CompositorNodeMapUV"),
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NodeItem("CompositorNodeTransform"),
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NodeItem("CompositorNodeStabilize"),
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NodeItem("CompositorNodePlaneTrackDeform"),
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]),
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CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
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CompositorNodeCategory("CMP_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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NodeItem("CompositorNodeSwitch"),
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]),
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]
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texture_node_categories = [
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# Texture Nodes
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TextureNodeCategory("TEX_INPUT", "Input", items=[
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NodeItem("TextureNodeCurveTime"),
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NodeItem("TextureNodeCoordinates"),
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NodeItem("TextureNodeTexture"),
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NodeItem("TextureNodeImage"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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TextureNodeCategory("TEX_OUTPUT", "Output", items=[
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NodeItem("TextureNodeOutput"),
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NodeItem("TextureNodeViewer"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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TextureNodeCategory("TEX_OP_COLOR", "Color", items=[
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NodeItem("TextureNodeMixRGB"),
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NodeItem("TextureNodeCurveRGB"),
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NodeItem("TextureNodeInvert"),
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NodeItem("TextureNodeHueSaturation"),
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NodeItem("TextureNodeCompose"),
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NodeItem("TextureNodeDecompose"),
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]),
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TextureNodeCategory("TEX_PATTERN", "Pattern", items=[
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NodeItem("TextureNodeChecker"),
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NodeItem("TextureNodeBricks"),
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]),
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TextureNodeCategory("TEX_TEXTURE", "Textures", items=[
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NodeItem("TextureNodeTexNoise"),
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NodeItem("TextureNodeTexDistNoise"),
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NodeItem("TextureNodeTexClouds"),
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NodeItem("TextureNodeTexBlend"),
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NodeItem("TextureNodeTexVoronoi"),
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NodeItem("TextureNodeTexMagic"),
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NodeItem("TextureNodeTexMarble"),
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NodeItem("TextureNodeTexWood"),
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NodeItem("TextureNodeTexMusgrave"),
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NodeItem("TextureNodeTexStucci"),
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]),
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TextureNodeCategory("TEX_CONVERTOR", "Converter", items=[
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NodeItem("TextureNodeMath"),
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NodeItem("TextureNodeValToRGB"),
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NodeItem("TextureNodeRGBToBW"),
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NodeItem("TextureNodeValToNor"),
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NodeItem("TextureNodeDistance"),
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]),
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TextureNodeCategory("TEX_DISTORT", "Distort", items=[
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NodeItem("TextureNodeScale"),
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NodeItem("TextureNodeTranslate"),
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NodeItem("TextureNodeRotate"),
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]),
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TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
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TextureNodeCategory("TEX_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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]),
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]
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def register():
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nodeitems_utils.register_node_categories('SHADER', shader_node_categories)
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nodeitems_utils.register_node_categories('COMPOSITING', compositor_node_categories)
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nodeitems_utils.register_node_categories('TEXTURE', texture_node_categories)
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def unregister():
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nodeitems_utils.unregister_node_categories('SHADER')
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nodeitems_utils.unregister_node_categories('COMPOSITING')
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nodeitems_utils.unregister_node_categories('TEXTURE')
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if __name__ == "__main__":
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register()
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