通过5个视角的平面贴图,模拟三维的室内空间效果
有一个很奇怪的BUG,不过把平面的朝向切换成-Z就好了
提取码:pj5v
版权说明
#include <stdosl.h>
shader jiWindowBox_LWOctane(
string input_tex = "t:/installs/genericLivingRoom03.exr",
int textureFlip = 0 ,
int textureFlop = 0 ,
float roomDepth = 1 [[ float min = 0.1, float max = 100 ]],
float widthOverscan = 0 [[ float min = 0.0, float max = 0.9 ]],
float heightOverscan = 0 [[ float min = 0.0, float max = 0.9 ]],
int enableMidground = 0,
float midgroundDepth = 0.5 [[ float min = 0.05, float max = 99 ]],
float midgroundOffsetX = 0,
float midgroundOffsetY = 0,
int enableCurtains = 0,
output color result = 0.0
)
{
//user controls remapping
float roomDepthMult = clamp(roomDepth,0.1,100);
float heightOverscanMult = 1 - clamp(heightOverscan,0,0.9);
float widthOverscanMult = 1 - clamp(widthOverscan,0,0.9);
float midgroundDepthMult = clamp(midgroundDepth,0.05,roomDepthMult-0.01);
float midgroundOffY = midgroundOffsetY * (textureFlip*2-1) * 0.1;
float midgroundOffX = midgroundOffsetX * (textureFlop*2-1) * 0.1;
//global variables & remapping
vector objI = transform("object", -I);
objI = vector(-objI[0],-objI[1],-objI[2]) * color(widthOverscanMult, heightOverscanMult, 1); //reorder to match UV for Y up axis
color objPOrig = (color(u,v,0.5) * 2 - 1) * 0.5 + 0.5; //for curtains
color objP = (color(u,v,0.5) * 2 - 1) * color(widthOverscanMult, heightOverscanMult, 1) * 0.5 + 0.5; //UV seems to be the better approach
//bases for width/height/depth
vector sections = step(0, objI);
color baseDepth = (objP-sections)/(-objI * roomDepthMult);
color mgDepth = (objP-sections)/(-objI * midgroundDepthMult);
color baseBack = (objP-sections)/(-objI);
color baseWidth = baseDepth * roomDepthMult;
//depth and width ramps
color baseDepthX = (baseDepth[1]*objI+objP + 1);
color baseDepthY = (baseDepth[0]*objI+objP + 1);
color baseWidthX = (baseWidth[1]*objI+objP + 1);
color baseWidthY = (baseWidth[0]*objI+objP + 1);
float horizU = baseDepthY[2] - 0.5;
float vertU = baseWidthX[0] - 1;
float horizV = baseWidthY[1] - 1;
float vertV = baseDepthX[2] - 0.5;
//convert ramps to UV/ST... WIP - not very efficient
float sideWallsMask = step(0,horizU) * step(0,1-max(horizV, 1-horizV));
color sideWallsUV = color(horizU, horizV, 0) / 3;
color rWallUV = (sideWallsUV + color(2.0/3.0, 1.0/3.0, 0)) * sideWallsMask * sections[0];
color lWallUV = (sideWallsUV + color(0.0, 1.0/3.0, 0)) * sideWallsMask * (1-sections[0]);
lWallUV[0] = (1.0/3.0 - lWallUV[0]) * sideWallsMask * (1-sections[0]);
float FloorCeilMask = step(0,vertV) * step(0,1-max(vertU, 1-vertU));
color FloorCeilUV = color(vertU, vertV, 0) / 3;
color ceilUV = (FloorCeilUV + color(1.0/3.0, 2.0/3.0, 0)) * FloorCeilMask * sections[1];
color floorUV = (FloorCeilUV + color(1.0/3.0, 0, 0)) * FloorCeilMask * (1-sections[1]);
floorUV[1] = (1.0/3.0 - floorUV[1]) * FloorCeilMask * (1-sections[1]);
color backWallUV = ((baseBack[2]*objI + (objP/2)/(roomDepthMult)) * (roomDepthMult*2) / 3 + color(1.0/3.0, 1.0/3.0, 0) ) * (1 - max(step(0,horizU), step(0,vertV)));
color midgroundUV = (1.0/3.0 - (baseBack[2]*objI + (objP)/(midgroundDepthMult*2)) * (midgroundDepthMult*2) / 3);
float midgroundMask = step( 0, midgroundUV[1] * 3 * (1-midgroundUV[1]*3) ) * step( 0, midgroundUV[0] * (1.0/3.0-midgroundUV[0]) );
midgroundUV = (color(midgroundOffX, midgroundOffY, 0) + midgroundUV);
midgroundUV[1] = (1-midgroundUV[1]) - 2.0/3.0;
color curtainsUV = objPOrig * color(1.0/3.0, 1.0/3.0, 1);
curtainsUV[0] = 1.0/3.0 - curtainsUV[0];
curtainsUV[1] = 2.0/3.0 + curtainsUV[1]; //VRay specific
color finalUV = ceilUV + floorUV + rWallUV + lWallUV + backWallUV;
//flipping ctrl
if (textureFlop < 1){ //VRay specific
midgroundUV[0] = 1.0/3.0 - midgroundUV[0];
curtainsUV[0] = 1.0/3.0 - curtainsUV[0];
}else
finalUV[0] = 1-finalUV[0];
if (textureFlip > 0){
finalUV[1] = 1-finalUV[1];
midgroundUV[1] = 1.0/3.0 - midgroundUV[1]; // VRay specific
curtainsUV[1] = 1 - curtainsUV[1] + 2.0/3.0; // VRay specific
}
color roomRGB = texture(input_tex, finalUV[0], finalUV[1]);
color finalRGB;
//midground switch
if (enableMidground > 0){
float midgroundA;
color midgroundRGB = texture(input_tex, midgroundUV[0], midgroundUV[1], "alpha", midgroundA);
finalRGB = mix(roomRGB,midgroundRGB,midgroundA * midgroundMask); //VRay specific
}
else{
finalRGB = roomRGB;
}
//curtains switch
if (enableCurtains > 0){
float curtainsA;
color curtainsRGB = texture(input_tex, curtainsUV[0], curtainsUV[1], "alpha", curtainsA);
finalRGB = mix(finalRGB,curtainsRGB,curtainsA);
}
result = finalRGB;
}