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author | Lukas Tönne <lukas.toenne@gmail.com> | 2014-07-26 14:59:29 +0400 |
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committer | Lukas Tönne <lukas.toenne@gmail.com> | 2014-07-26 14:59:29 +0400 |
commit | e15cdec2d49ee47a85897db9838578a298146513 (patch) | |
tree | ad3ae9a05feb9819df98504951a80d3c5daadf9b /source/blender/blenkernel/BKE_node.h | |
parent | 08725cce5a7226165a5599d165217ca89217ad0f (diff) |
New compositor node "Sun Beams"
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r-- | source/blender/blenkernel/BKE_node.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index 15e7efe7c6e..5e786cbfb53 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -894,6 +894,7 @@ void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMateria #define CMP_NODE_GLARE 301 #define CMP_NODE_TONEMAP 302 #define CMP_NODE_LENSDIST 303 +#define CMP_NODE_SUNBEAMS 304 #define CMP_NODE_COLORCORRECTION 312 #define CMP_NODE_MASK_BOX 313 |