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author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:42:50 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:56:56 +0300 |
commit | 66700196074ad168f3322f2766846a0a07f7a00f (patch) | |
tree | f3f90a971ad58a78c7618c18e9ac693974c7ee99 /source/blender/imbuf/IMB_imbuf.h | |
parent | bc51250c1fbfe8309e42a4a0b6257e93939346a7 (diff) |
Workbench: Specular Highlighting for MatCaps
With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
Diffstat (limited to 'source/blender/imbuf/IMB_imbuf.h')
-rw-r--r-- | source/blender/imbuf/IMB_imbuf.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/imbuf/IMB_imbuf.h b/source/blender/imbuf/IMB_imbuf.h index 571cac41399..7e7e489a6c3 100644 --- a/source/blender/imbuf/IMB_imbuf.h +++ b/source/blender/imbuf/IMB_imbuf.h @@ -145,7 +145,8 @@ bool IMB_initImBuf( struct ImBuf *IMB_allocFromBuffer(const unsigned int *rect, const float *rectf, unsigned int w, - unsigned int h); + unsigned int h, + unsigned int channels); /** * |