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Git Commits -> Revision d6808c2

Revision d6808c2 by Matt Ebb (master)
October 13, 2008, 05:22 (GMT)
* Raytraced shadow casting for volumes

This is a first version and still has a couple of things undefined or
unimplemented, such as external objects casting shadows on or within volumes,
however volume->solid shadows are going ok.

http://mke3.net/blender/devel/rendering/volumetrics/shadows_test_02.mov
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad3.blend

As with other transparent raytraced shadows in Blender ,in order to make it work,
you must enable 'TraShad' on the material *receiving* the shadow. It would be
nice to make this a bit easier to use, since there's not much chance you want a
volume material to be casting solid shadows, but that's a bigger issue in the
renderer outside this scope.

The volume shadows are working from the same physical basis of absorption, and
support coloured absorption:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_absorption.png

They also work properly with multi-sampled (i.e. QMC) soft shadows:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_sharp.png
http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_soft.png

And by popular request the test file:
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad_clouds.blend

Commit Details:

Full Hash: d6808c2b4b9d53f5481e96d4041e67b20f1d56f0
SVN Revision: 17055
Parent Commit: c0ddd5f
Lines Changed: +87, -14

6 Modified Paths:

/source/blender/render/intern/include/pointdensity.h (+1, -0) (Diff)
/source/blender/render/intern/include/rendercore.h (+2, -0) (Diff)
/source/blender/render/intern/include/volumetric.h (+2, -1) (Diff)
/source/blender/render/intern/source/convertblender.c (+0, -2) (Diff)
/source/blender/render/intern/source/rayshade.c (+23, -10) (Diff)
/source/blender/render/intern/source/volumetric.c (+59, -1) (Diff)
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