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authorMatt Ebb <matt@mke3.net>2008-09-23 08:26:52 +0400
committerMatt Ebb <matt@mke3.net>2008-09-23 08:26:52 +0400
commit50d0e1a988a55a7e7a59823c030ce9ac3413a9a2 (patch)
treefc64c6693ddc4a3740515f2e9ded41e9f2c091eb /source/blender/makesdna/DNA_material_types.h
parentc08acde589e9ab925c35145597c34c45f594e7c9 (diff)
* Volumetrics update
- Fixed a shading bug, due to issues in the raytrace engine where it would ignore intersections from the starting face (as it should). Disabled this for single scattering intersections, thanks to Brecht for a hint there. It still shows a little bit of noise, I think due to raytrace inaccuracy, which will have to be fixed up later. before: http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_old.png after: http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_correct.png Now single scatttering shading works very nicely and is capable of things like this: http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_clouds.mov - Added colour emission. Now as well as the overall 'Emit:' slider to control overall emission strength, there's also a colour swatch for the volume to emit that colour. This can also be textured, using 'Emit Col' in the map to panel. This animation was made using a clouds texture, with colour band, mapped to both emit colour and emit (strength): http://mke3.net/blender/devel/rendering/volumetrics/vol_col_emit.mov - Added 'Local' mapping to 'map input' - it's similar to Orco - Fixed texture 'map input', wasn't using the offsets or scale values.
Diffstat (limited to 'source/blender/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index ee4779779ec..98ddc0aa7d3 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -69,6 +69,8 @@ typedef struct Material {
float vol_alphathresh;
float vol_stepsize, vol_shade_stepsize;
float vol_absorption, vol_scattering;
+ float vol_absorption_col[3];
+ float vpad2;
short vol_shadeflag;
short vpad;
@@ -163,6 +165,7 @@ typedef struct Material {
/* flag */
/* for render */
#define MA_IS_USED 1
+#define MA_IS_TEXTURED 2
/* material_type */
#define MA_SOLID 0