diff options
author | Ton Roosendaal <ton@blender.org> | 2003-12-30 21:03:37 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2003-12-30 21:03:37 +0300 |
commit | d8b21b01c38bf2b7007458c221b2c1685d766cfd (patch) | |
tree | d4001fd3c914f10602ec095341307f64569a4941 /source/blender/blenloader | |
parent | 6c80064ab7e0ea1e5ec9b5a164db08497a94ccf4 (diff) |
Added improved exposure calculation
- based at 1.0-exp(-color) trick in Yafray. But to guarantee backwards
compatibility, and some more control, Stefano Selleri hacked a useful
formula for it.
- We now have 2 values to set:
- "exp": the exponential correction value (0-1)
- "range": the light range that maps on color 1.0 (0-5)
- Using exp(x) (is e^x) we can much better prevent overflows from render,
which are currently hard-clipped in Blender. Setting a small 'exp' value
wil efficiently smooth out high energy and map that back to a color for
display.
- total formula:
newcol= linfac*(1.0-exp(col*logfac))
col, newcol are colors
linfac= 1.0 + 1.0/((2.0*wrld.exp +0.5)^10)
logfac= log( (linfac-1.0)/linfac )/wrld.range
wrld.exp and wrld.range are the button values
- default setting: exp=0.0 and range=1.0 give results extremely close to
previous rendering.
- graph: http://www.selleri.org/Blender/buffer/Image1.png for 'exp' setting
ranging from 0-1, and with 'range'=2
Thanks Stefano for the help!
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r-- | source/blender/blenloader/intern/readfile.c | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c index 8bb3ab9d5ff..9631bcc958a 100644 --- a/source/blender/blenloader/intern/readfile.c +++ b/source/blender/blenloader/intern/readfile.c @@ -3929,6 +3929,7 @@ static void do_versions(Main *main) Material *ma= main->mat.first; Scene *sce; Lamp *la; + World *wrld; while(ma) { if(ma->fresnel_tra_i==0.0) ma->fresnel_tra_i= 1.25; @@ -3963,6 +3964,14 @@ static void do_versions(Main *main) if(la->area_sizez==0.0) la->area_sizez= 1.0; la= la->id.next; } + wrld= main->world.first; + while(wrld) { + if(wrld->range==0.0) { + wrld->range= 1.0/wrld->exposure; + wrld->exposure= 0.0; + } + wrld= wrld->id.next; + } } /* don't forget to set version number in blender.c! */ } |