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authorTon Roosendaal <ton@blender.org>2004-04-12 18:53:17 +0400
committerTon Roosendaal <ton@blender.org>2004-04-12 18:53:17 +0400
commitc2526dc92214e6c1929c98d32db744451aa81599 (patch)
tree1fee7998ce742314dac6a79ca9d9584da29013b4 /source/blender/blenkernel/intern/world.c
parentb78641f524936785b39704e2c0b6b70c03d9f2b5 (diff)
More AO fun to play with:
- AO energy slider to control amount - option "Use sky color" for colored AO. The horizon color will define bottom diffuse color, the zenith works on top - option "Use sky texture" will do a full sky render to define AO color Please note that AO energy and color only is found when a ray does not intersect. So for interior scenes make sure 'Dist' value is sufficient low. New also is: - World "Map input" allows "Ang Map" (Angular mapping) which can be used for 360 degree spherical maps, aka as Light Probes. Check samples here: http://www.debevec.org/Probes/ Note that Blender doesn't support HDRI images yet, but option "Use sky tex" already gives intersting results with such images - World sky rendering with Image Textures now correctly filters and uses antialiasing. Also noticable for raytrace mirror reflections - World preview render for sky type "Real" now gives correct view as defined by current used camera. I tried to speed up AO tracing with coherence systems, none of it really worked yet... time to tackle octree itself i guess!
Diffstat (limited to 'source/blender/blenkernel/intern/world.c')
-rw-r--r--source/blender/blenkernel/intern/world.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/source/blender/blenkernel/intern/world.c b/source/blender/blenkernel/intern/world.c
index a31c33e76e6..e378dd4d996 100644
--- a/source/blender/blenkernel/intern/world.c
+++ b/source/blender/blenkernel/intern/world.c
@@ -199,10 +199,6 @@ void init_render_world()
}
}
- /* ambient occlusion */
- R.wrld.aototsamp= R.wrld.aosamp*R.wrld.aosamp;
-
-
}
else {
memset(&R.wrld, 0, sizeof(World));