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authorMatt Ebb <matt@mke3.net>2010-01-04 02:45:13 +0300
committerMatt Ebb <matt@mke3.net>2010-01-04 02:45:13 +0300
commitf02dde5de7f1d54f489a124cea128bc993b708d7 (patch)
tree5da5e306b841ca2463c0de63d34a942f6fb5cc2a /source/blender/blenloader
parent1f33d574c2d18f0037f5e168dbd1a54d23dad6d7 (diff)
Patch from Raul Fernandez Hernandez - volume render multiple scattering fixes
Also: Changed 'Spread' value to be proportional to the light cache voxel grid (i.e. 0.5 spreads half the width of the grid), so that it's independent of light cache resolution. This means that results should be similar as you increase/ decrease resolution.
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r--source/blender/blenloader/intern/readfile.c10
1 files changed, 10 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 18fc7b8e3be..69186432d64 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -10324,6 +10324,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
Scene *sce;
Object *ob;
Brush *brush;
+ Material *ma;
/* game engine changes */
for(sce = main->scene.first; sce; sce = sce->id.next) {
@@ -10386,6 +10387,15 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
for (brush= main->brush.first; brush; brush= brush->id.next) {
default_mtex(&brush->mtex);
}
+
+ for (ma= main->mat.first; ma; ma= ma->id.next) {
+ if (ma->vol.ms_spread < 0.0001f) {
+ ma->vol.ms_spread = 0.2f;
+ ma->vol.ms_diff = 1.f;
+ ma->vol.ms_intensity = 1.f;
+ }
+ }
+
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */