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authorTon Roosendaal <ton@blender.org>2003-12-30 21:03:37 +0300
committerTon Roosendaal <ton@blender.org>2003-12-30 21:03:37 +0300
commitd8b21b01c38bf2b7007458c221b2c1685d766cfd (patch)
treed4001fd3c914f10602ec095341307f64569a4941 /source/blender/blenloader
parent6c80064ab7e0ea1e5ec9b5a164db08497a94ccf4 (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.c9
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! */
}