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authorTon Roosendaal <ton@blender.org>2004-04-12 18:53:17 +0400
committerTon Roosendaal <ton@blender.org>2004-04-12 18:53:17 +0400
commitc2526dc92214e6c1929c98d32db744451aa81599 (patch)
tree1fee7998ce742314dac6a79ca9d9584da29013b4 /source/blender/blenloader
parentb78641f524936785b39704e2c0b6b70c03d9f2b5 (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/blenloader')
-rw-r--r--source/blender/blenloader/intern/readfile.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 9f6ba376180..6708db87d2b 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -4143,6 +4143,7 @@ static void do_versions(Main *main)
while(wrld) {
if(wrld->aodist==0.0) wrld->aodist= 10.0;
if(wrld->aosamp==0.0) wrld->aosamp= 5;
+ if(wrld->aoenergy==0.0) wrld->aoenergy= 1.0;
wrld= wrld->id.next;
}