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authorTon Roosendaal <ton@blender.org>2003-12-24 01:31:48 +0300
committerTon Roosendaal <ton@blender.org>2003-12-24 01:31:48 +0300
commit8fbff1a3b7c2c85591681f2682b0343b70dc1853 (patch)
tree3838e5c7b61f631dc5a1569c0d50d81e7b27e171 /source/blender/blenkernel
parent4d8fce856867f7755e91de96f3cc2030147e2100 (diff)
- Fresnel V4.0
Based on feedback (thnx phase!) I found a big disadvantage of the 'real' fresnel formula. It doesnt degrade to 0.0, causing 2-3 times too many rays being fired compared to the previous one. So; a lot slower. Now committed is a hybrid which allows (close to) real, and nice artistic freedom, *and* it really goes to 0.0 and 1.0, assisting nicely in optimal render times. A real doc how it works (with pics) will be made before real release. - Fixed bug in raytrace: the first renderpass didn't use fresnel for mirror. - Fixed bug in previewrender, now it closer matches how fresnel renders
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/material.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index b3b13583e98..cc502b54f99 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -108,8 +108,10 @@ void init_material(Material *ma)
ma->ang= 1.0;
ma->ray_depth= 2;
ma->ray_depth_tra= 2;
- ma->fresnel_mir= 1.0;
- ma->fresnel_tra= 1.0;
+ ma->fresnel_mir= 0.0;
+ ma->fresnel_tra= 0.0;
+ ma->fresnel_tra_i= 1.25;
+ ma->fresnel_mir_i= 1.25;
ma->mode= MA_TRACEBLE+MA_SHADOW+MA_RADIO;
}