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authorFolkert de Vries <flokkievids@gmail.com>2015-07-10 15:57:23 +0300
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2015-07-10 17:15:56 +0300
commiteeeb845d33e81afbc8ed127e6ab4ae7b18472a54 (patch)
tree78f8f3ecf9c4dd3bf4383ccc73520bcd2c6b2c7b /source/blender/freestyle/intern/stroke
parent7837f0e8332f3726e0322b0c48b0da4d7c2d5813 (diff)
Freestyle: new stroke modifiers
This patch introduces a couple new stroke modifiers. The ones currently implemented are based on prototypes by @kjym3 and myself. The new modifiers: - Tangent - Thickness noise - Crease Angle - Simplification - Curvature 3D The documentation for these new modifier types can be found [[ http://www.blender.org/manual/render/freestyle/parameter_editor/index.html | in the manual ]]: {F134441} (left: AnisotropicThicknessShader, right: NoiseThicknessShader) {F140499} (left: Curvature 3D, right: Simplification) Author: Folkert de Vries (flokkievids) Reviewers: kjym3 Subscribers: #user_interface, plasmasolutions, kjym3 Projects: #bf_blender Differential Revision: https://developer.blender.org/D963
Diffstat (limited to 'source/blender/freestyle/intern/stroke')
-rw-r--r--source/blender/freestyle/intern/stroke/BasicStrokeShaders.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.cpp b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.cpp
index 11b7df7ecec..eed90a53d77 100644
--- a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.cpp
+++ b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.cpp
@@ -185,7 +185,7 @@ int ThicknessNoiseShader::shade(Stroke& stroke) const
real bruit, bruit2;
PseudoNoise mynoise, mynoise2;
for (vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
- bruit = mynoise.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU1, 2); // 2 : nbOctaves
+ bruit = mynoise.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU1, 2); // 2 : nbOctaves
bruit2 = mynoise2.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU2, 2); // 2 : nbOctaves
const float *originalThickness = v->attribute().getThickness();
float r = bruit * _amplitude + originalThickness[0];