diff options
author | Ton Roosendaal <ton@blender.org> | 2004-04-12 18:53:17 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2004-04-12 18:53:17 +0400 |
commit | c2526dc92214e6c1929c98d32db744451aa81599 (patch) | |
tree | 1fee7998ce742314dac6a79ca9d9584da29013b4 /source/blender/blenkernel/intern/world.c | |
parent | b78641f524936785b39704e2c0b6b70c03d9f2b5 (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.c | 4 |
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)); |