diff options
author | Matt Ebb <matt@mke3.net> | 2008-09-23 08:26:52 +0400 |
---|---|---|
committer | Matt Ebb <matt@mke3.net> | 2008-09-23 08:26:52 +0400 |
commit | 50d0e1a988a55a7e7a59823c030ce9ac3413a9a2 (patch) | |
tree | fc64c6693ddc4a3740515f2e9ded41e9f2c091eb /source/blender/makesdna/DNA_material_types.h | |
parent | c08acde589e9ab925c35145597c34c45f594e7c9 (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.h | 3 |
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 |