blender/release/scripts/startup/nodeitems_builtins.py
Brecht Van Lommel e369a5c485 Cycles Volume Render: support for rendering of homogeneous volume with absorption.
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.
2013-12-28 16:57:10 +01:00

432 lines
16 KiB
Python

# ##### 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.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem, NodeItemCustom
# Subclasses for standard node types
class CompositorNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.tree_type == 'CompositorNodeTree')
class ShaderNewNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.tree_type == 'ShaderNodeTree' and
context.scene.render.use_shading_nodes)
class ShaderOldNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.tree_type == 'ShaderNodeTree' and
not context.scene.render.use_shading_nodes)
class TextureNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'TextureNodeTree'
# menu entry for making a new group from selected nodes
def group_make_draw(self, layout, context):
layout.operator("node.group_make")
layout.separator()
# maps node tree type to group node type
node_tree_group_type = {
'CompositorNodeTree': 'CompositorNodeGroup',
'ShaderNodeTree': 'ShaderNodeGroup',
'TextureNodeTree': 'TextureNodeGroup',
}
# generic node group items generator for shader, compositor and texture node groups
def node_group_items(context):
space = context.space_data
if not space:
return
ntree = space.edit_tree
if not ntree:
return
yield NodeItemCustom(draw=group_make_draw)
def contains_group(nodetree, group):
if nodetree == group:
return True
else:
for node in nodetree.nodes:
if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
if contains_group(node.node_tree, group):
return True
return False
for group in context.blend_data.node_groups:
if group.bl_idname != ntree.bl_idname:
continue
# filter out recursive groups
if contains_group(group, ntree):
continue
yield NodeItem(node_tree_group_type[group.bl_idname],
group.name,
{"node_tree": "bpy.data.node_groups[%r]" % group.name})
# only show input/output nodes inside node groups
def group_input_output_item_poll(context):
space = context.space_data
if space.edit_tree in bpy.data.node_groups.values():
return True
return False
# All standard node categories currently used in nodes.
shader_node_categories = [
# Shader Nodes
ShaderOldNodeCategory("SH_INPUT", "Input", items=[
NodeItem("ShaderNodeMaterial"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeLampData"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeRGB"),
NodeItem("ShaderNodeTexture"),
NodeItem("ShaderNodeGeometry"),
NodeItem("ShaderNodeExtendedMaterial"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutput"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
ShaderOldNodeCategory("SH_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),
NodeItem("ShaderNodeRGBCurve"),
NodeItem("ShaderNodeInvert"),
NodeItem("ShaderNodeHueSaturation"),
]),
ShaderOldNodeCategory("SH_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeVectorCurve"),
]),
ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSqueeze"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeSeparateHSV"),
NodeItem("ShaderNodeCombineHSV"),
]),
ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items),
ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
# New Shader Nodes (Cycles)
ShaderNewNodeCategory("SH_NEW_INPUT", "Input", items=[
NodeItem("ShaderNodeTexCoord"),
NodeItem("ShaderNodeAttribute"),
NodeItem("ShaderNodeLightPath"),
NodeItem("ShaderNodeFresnel"),
NodeItem("ShaderNodeLayerWeight"),
NodeItem("ShaderNodeRGB"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeTangent"),
NodeItem("ShaderNodeNewGeometry"),
NodeItem("ShaderNodeWireframe"),
NodeItem("ShaderNodeObjectInfo"),
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeCameraData"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutputMaterial"),
NodeItem("ShaderNodeOutputLamp"),
NodeItem("ShaderNodeOutputWorld"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
NodeItem("ShaderNodeMixShader"),
NodeItem("ShaderNodeAddShader"),
NodeItem("ShaderNodeBsdfDiffuse"),
NodeItem("ShaderNodeBsdfGlossy"),
NodeItem("ShaderNodeBsdfTransparent"),
NodeItem("ShaderNodeBsdfRefraction"),
NodeItem("ShaderNodeBsdfGlass"),
NodeItem("ShaderNodeBsdfTranslucent"),
NodeItem("ShaderNodeBsdfAnisotropic"),
NodeItem("ShaderNodeBsdfVelvet"),
NodeItem("ShaderNodeBsdfToon"),
NodeItem("ShaderNodeSubsurfaceScattering"),
NodeItem("ShaderNodeEmission"),
NodeItem("ShaderNodeBsdfHair"),
NodeItem("ShaderNodeBackground"),
NodeItem("ShaderNodeAmbientOcclusion"),
NodeItem("ShaderNodeHoldout"),
NodeItem("ShaderNodeVolumeAbsorption"),
]),
ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexImage"),
NodeItem("ShaderNodeTexEnvironment"),
NodeItem("ShaderNodeTexSky"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexWave"),
NodeItem("ShaderNodeTexVoronoi"),
NodeItem("ShaderNodeTexMusgrave"),
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexMagic"),
NodeItem("ShaderNodeTexChecker"),
NodeItem("ShaderNodeTexBrick"),
]),
ShaderNewNodeCategory("SH_NEW_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),
NodeItem("ShaderNodeRGBCurve"),
NodeItem("ShaderNodeInvert"),
NodeItem("ShaderNodeLightFalloff"),
NodeItem("ShaderNodeHueSaturation"),
NodeItem("ShaderNodeGamma"),
NodeItem("ShaderNodeBrightContrast"),
]),
ShaderNewNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeBump"),
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorTransform"),
]),
ShaderNewNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeSeparateHSV"),
NodeItem("ShaderNodeCombineHSV"),
NodeItem("ShaderNodeWavelength"),
NodeItem("ShaderNodeBlackbody"),
]),
ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
NodeItem("ShaderNodeScript"),
]),
ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
]
compositor_node_categories = [
# Compositor Nodes
CompositorNodeCategory("CMP_INPUT", "Input", items=[
NodeItem("CompositorNodeRLayers"),
NodeItem("CompositorNodeImage"),
NodeItem("CompositorNodeMovieClip"),
NodeItem("CompositorNodeMask"),
NodeItem("CompositorNodeRGB"),
NodeItem("CompositorNodeValue"),
NodeItem("CompositorNodeTexture"),
NodeItem("CompositorNodeBokehImage"),
NodeItem("CompositorNodeTime"),
NodeItem("CompositorNodeTrackPos"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
CompositorNodeCategory("CMP_OUTPUT", "Output", items=[
NodeItem("CompositorNodeComposite"),
NodeItem("CompositorNodeViewer"),
NodeItem("CompositorNodeSplitViewer"),
NodeItem("CompositorNodeOutputFile"),
NodeItem("CompositorNodeLevels"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
CompositorNodeCategory("CMP_OP_COLOR", "Color", items=[
NodeItem("CompositorNodeMixRGB"),
NodeItem("CompositorNodeAlphaOver"),
NodeItem("CompositorNodeInvert"),
NodeItem("CompositorNodeCurveRGB"),
NodeItem("CompositorNodeHueSat"),
NodeItem("CompositorNodeColorBalance"),
NodeItem("CompositorNodeHueCorrect"),
NodeItem("CompositorNodeBrightContrast"),
NodeItem("CompositorNodeGamma"),
NodeItem("CompositorNodeColorCorrection"),
NodeItem("CompositorNodeTonemap"),
NodeItem("CompositorNodeZcombine"),
]),
CompositorNodeCategory("CMP_CONVERTOR", "Converter", items=[
NodeItem("CompositorNodeMath"),
NodeItem("CompositorNodeValToRGB"),
NodeItem("CompositorNodeSetAlpha"),
NodeItem("CompositorNodePremulKey"),
NodeItem("CompositorNodeIDMask"),
NodeItem("CompositorNodeRGBToBW"),
NodeItem("CompositorNodeSepRGBA"),
NodeItem("CompositorNodeCombRGBA"),
NodeItem("CompositorNodeSepHSVA"),
NodeItem("CompositorNodeCombHSVA"),
NodeItem("CompositorNodeSepYUVA"),
NodeItem("CompositorNodeCombYUVA"),
NodeItem("CompositorNodeSepYCCA"),
NodeItem("CompositorNodeCombYCCA"),
]),
CompositorNodeCategory("CMP_OP_FILTER", "Filter", items=[
NodeItem("CompositorNodeBlur"),
NodeItem("CompositorNodeBilateralblur"),
NodeItem("CompositorNodeDilateErode"),
NodeItem("CompositorNodeDespeckle"),
NodeItem("CompositorNodeFilter"),
NodeItem("CompositorNodeBokehBlur"),
NodeItem("CompositorNodeVecBlur"),
NodeItem("CompositorNodeDefocus"),
NodeItem("CompositorNodeGlare"),
NodeItem("CompositorNodeInpaint"),
NodeItem("CompositorNodeDBlur"),
NodeItem("CompositorNodePixelate"),
]),
CompositorNodeCategory("CMP_OP_VECTOR", "Vector", items=[
NodeItem("CompositorNodeNormal"),
NodeItem("CompositorNodeMapValue"),
NodeItem("CompositorNodeMapRange"),
NodeItem("CompositorNodeNormalize"),
NodeItem("CompositorNodeCurveVec"),
]),
CompositorNodeCategory("CMP_MATTE", "Matte", items=[
NodeItem("CompositorNodeKeying"),
NodeItem("CompositorNodeKeyingScreen"),
NodeItem("CompositorNodeChannelMatte"),
NodeItem("CompositorNodeColorSpill"),
NodeItem("CompositorNodeBoxMask"),
NodeItem("CompositorNodeEllipseMask"),
NodeItem("CompositorNodeLumaMatte"),
NodeItem("CompositorNodeDiffMatte"),
NodeItem("CompositorNodeDistanceMatte"),
NodeItem("CompositorNodeChromaMatte"),
NodeItem("CompositorNodeColorMatte"),
NodeItem("CompositorNodeDoubleEdgeMask"),
]),
CompositorNodeCategory("CMP_DISTORT", "Distort", items=[
NodeItem("CompositorNodeScale"),
NodeItem("CompositorNodeLensdist"),
NodeItem("CompositorNodeMovieDistortion"),
NodeItem("CompositorNodeTranslate"),
NodeItem("CompositorNodeRotate"),
NodeItem("CompositorNodeFlip"),
NodeItem("CompositorNodeCrop"),
NodeItem("CompositorNodeDisplace"),
NodeItem("CompositorNodeMapUV"),
NodeItem("CompositorNodeTransform"),
NodeItem("CompositorNodeStabilize"),
NodeItem("CompositorNodePlaneTrackDeform"),
]),
CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
CompositorNodeCategory("CMP_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
NodeItem("CompositorNodeSwitch"),
]),
]
texture_node_categories = [
# Texture Nodes
TextureNodeCategory("TEX_INPUT", "Input", items=[
NodeItem("TextureNodeCurveTime"),
NodeItem("TextureNodeCoordinates"),
NodeItem("TextureNodeTexture"),
NodeItem("TextureNodeImage"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
TextureNodeCategory("TEX_OUTPUT", "Output", items=[
NodeItem("TextureNodeOutput"),
NodeItem("TextureNodeViewer"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
TextureNodeCategory("TEX_OP_COLOR", "Color", items=[
NodeItem("TextureNodeMixRGB"),
NodeItem("TextureNodeCurveRGB"),
NodeItem("TextureNodeInvert"),
NodeItem("TextureNodeHueSaturation"),
NodeItem("TextureNodeCompose"),
NodeItem("TextureNodeDecompose"),
]),
TextureNodeCategory("TEX_PATTERN", "Pattern", items=[
NodeItem("TextureNodeChecker"),
NodeItem("TextureNodeBricks"),
]),
TextureNodeCategory("TEX_TEXTURE", "Textures", items=[
NodeItem("TextureNodeTexNoise"),
NodeItem("TextureNodeTexDistNoise"),
NodeItem("TextureNodeTexClouds"),
NodeItem("TextureNodeTexBlend"),
NodeItem("TextureNodeTexVoronoi"),
NodeItem("TextureNodeTexMagic"),
NodeItem("TextureNodeTexMarble"),
NodeItem("TextureNodeTexWood"),
NodeItem("TextureNodeTexMusgrave"),
NodeItem("TextureNodeTexStucci"),
]),
TextureNodeCategory("TEX_CONVERTOR", "Converter", items=[
NodeItem("TextureNodeMath"),
NodeItem("TextureNodeValToRGB"),
NodeItem("TextureNodeRGBToBW"),
NodeItem("TextureNodeValToNor"),
NodeItem("TextureNodeDistance"),
]),
TextureNodeCategory("TEX_DISTORT", "Distort", items=[
NodeItem("TextureNodeScale"),
NodeItem("TextureNodeTranslate"),
NodeItem("TextureNodeRotate"),
]),
TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
TextureNodeCategory("TEX_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
]
def register():
nodeitems_utils.register_node_categories('SHADER', shader_node_categories)
nodeitems_utils.register_node_categories('COMPOSITING', compositor_node_categories)
nodeitems_utils.register_node_categories('TEXTURE', texture_node_categories)
def unregister():
nodeitems_utils.unregister_node_categories('SHADER')
nodeitems_utils.unregister_node_categories('COMPOSITING')
nodeitems_utils.unregister_node_categories('TEXTURE')
if __name__ == "__main__":
register()