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authorTon Roosendaal <ton@blender.org>2003-12-19 00:34:48 +0300
committerTon Roosendaal <ton@blender.org>2003-12-19 00:34:48 +0300
commitcb20f1cdb421ab4d5159dfb5b1549950752a7bf8 (patch)
treed2f60662d97ecab509ec01c653aec62f61791719 /source/blender/blenloader
parentd1122ae91769a3985549abe96a649e09bbb1101d (diff)
another trace commit
- implemented tracing of transparency for shadows. This is a material option, in the new RayTrace panel. it only traces color and alpha, not shading. So the results of some transparant colored unlit faces can look odd. I will look onto that. - changed fresnel formula (got hint from eeshlo!). this simplifies the UI, now only one button needed. The fresnel value "should" be identical as the refraction index, but that is booooring! So i added a special fresnel refraction slider for both mirroring and transparency. By setting all 3 sliders equal, you get 'realism'. - fresnel for transparancy works for Ztra rendering too. Same for transpa- rent shadow. But then you need to set 'ray' on in F10 menu. - uploaded new monkey_glass blend in download.blender.org/demo/test/ Next stage: killing the globals from render, and implement "translucency" which is effectively allowing faces being lit from behind, as paper or cloth.
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r--source/blender/blenloader/intern/readfile.c9
1 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index a94c8e79dd6..068fca17726 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -3936,8 +3936,13 @@ static void do_versions(Main *main)
ma->ang= 1.0;
ma->ray_depth= 2;
ma->ray_depth_tra= 2;
- ma->falloff_mir= 1.0;
- ma->falloff_tra= 1.0;
+ ma->fresnel_tra= 1.0;
+ ma->fresnel_mir= 1.0;
+ }
+ else if(ma->ang<1.0) { // temporal, because of IOR & fresnel change
+ ma-> ang= 1.0/ma->ang;
+ ma->fresnel_tra= ma->ang;
+ ma->fresnel_mir= ma->ang;
}
ma= ma->id.next;
}