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authorTon Roosendaal <ton@blender.org>2003-12-23 01:27:51 +0300
committerTon Roosendaal <ton@blender.org>2003-12-23 01:27:51 +0300
commit454166026afd52e546716a7aa33821e86d2371af (patch)
tree094dc47e4f9520efbf91a6db632cf44032b1c285 /source/blender/blenloader
parent3df84b755f3b49f8d31355135a48444413af2914 (diff)
- another fresnel improvement. :)
At last irc meeting, eeshlo pointed to an error in the code. It didn't use the IOR value correctly. This has been solved. So how it works now: - the IOR button value influences (very subtle) the fresnel effect. Only for realism diehards. - the Fresnel value (slider) now denotes the power in the function rf + (1-rf) * (1-c)^5 where rf= rf = ((ior-1)/(ior+1))^2 and c the dot-product ray/normal. - so, set the slider at '5' and you have real fresnel. Lower values for interesting artistic effects. - put back the forgotten code for gaussian corrected sampling during antialising render. Normally, each sub-pixel sample in Blender counts equally, and together make up the pixel color. With 'Gauss' option set (F10 menu) each sub-pixel sample creates a small weighted mask with variable size, which (can) affect neighbouring pixels as well. The result is smoother edges, less sensitive for gamma, and well suited to reduce motion-aliasing (when things move extreme slow). This is result of *long* period of research in NeoGeo days, and based on every scientific sampling/reconstructing theory we could find. Plus a little bit of our selves. :) - I should write once how blender constructs Jitter tables for sub-sampling. this is a very nice method, and superior to normal block filter or random jittering... time!
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r--source/blender/blenloader/intern/readfile.c10
1 files changed, 8 insertions, 2 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 068fca17726..f55d0fa78f7 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -3931,13 +3931,14 @@ static void do_versions(Main *main)
}
if(main->versionfile <= 231) {
Material *ma= main->mat.first;
+ Scene *sce;
while(ma) {
if(ma->ang==0.0) {
ma->ang= 1.0;
ma->ray_depth= 2;
ma->ray_depth_tra= 2;
- ma->fresnel_tra= 1.0;
- ma->fresnel_mir= 1.0;
+ ma->fresnel_tra= 0.0;
+ ma->fresnel_mir= 0.0;
}
else if(ma->ang<1.0) { // temporal, because of IOR & fresnel change
ma-> ang= 1.0/ma->ang;
@@ -3946,6 +3947,11 @@ static void do_versions(Main *main)
}
ma= ma->id.next;
}
+ sce= main->scene.first;
+ while(sce) {
+ if(sce->r.gauss==0.0) sce->r.gauss= 1.0;
+ sce= sce->id.next;
+ }
}
/* don't forget to set version number in blender.c! */
}