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authorMatt Ebb <matt@mke3.net>2008-09-23 11:05:06 +0400
committerMatt Ebb <matt@mke3.net>2008-09-23 11:05:06 +0400
commit6b4ac3e7def9e1b7e11398f483f2b64581939766 (patch)
tree3f848440dd8595d0feca8e0e9bc3e45e08f02b14 /source/blender/makesdna/DNA_material_types.h
parent50d0e1a988a55a7e7a59823c030ce9ac3413a9a2 (diff)
* Volume colour absorption
Rather than a single absorption value to control how much light is absorbed as it travels through a volume, there's now an additional absorption colour. This is used to absorb different R/G/B components of light at different amounts. For example, if a white light shines on a volume which absorbs green and blue components, the volume will appear red. To make it easier to use, the colour set in the UI is actually the inverse of the absorption colour, so the colour you set is the colour that the volume will appear as. Here's an example of how it works: http://mke3.net/blender/devel/rendering/volumetrics/vol_col_absorption.jpg And this can be textured too: http://mke3.net/blender/devel/rendering/volumetrics/vol_absorb_textured.png Keep in mind, this doesn't use accurate spectral light wavelength mixing (just R/G/B channels) so in cases where the absorption colour is fully red green or blue, you'll get non-physical results. Todo: refactor the volume texturing internal interface...
Diffstat (limited to 'source/blender/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 98ddc0aa7d3..c322295fff9 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -302,7 +302,7 @@ typedef struct Material {
#define MAP_AMB 2048
#define MAP_DISPLACE 4096
#define MAP_WARP 8192
-#define MAP_LAYER 16384
+#define MAP_LAYER 16384
/* mapto for halo */
//#define MAP_HA_COL 1