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authorTon Roosendaal <ton@blender.org>2005-11-12 19:22:10 +0300
committerTon Roosendaal <ton@blender.org>2005-11-12 19:22:10 +0300
commit9bf198bbcab31c0a5e969e4f8c75a57e367c7154 (patch)
tree332b16495357b2f754ac66248d34f7a73b89d3bc /source/blender/makesdna/DNA_material_types.h
parent0c4172ffb5bf6f1c1968b39d6a2acb637ec49dd3 (diff)
Finished hair strand render project (well, for release), also with a good
doc; http://www.blender3d.org/cms/Hair_Strand_Rendering.722.0.html - added width control for strands - made tangent (anisotropic) render an option (so you can render strands more solid, like metal/wood) Also: - ALT+A anim playback with static particles made cursor flashing
Diffstat (limited to 'source/blender/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 0156745d3f7..42c22d51536 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -64,7 +64,7 @@ typedef struct Material {
float translucency;
float fresnel_mir, fresnel_mir_i;
float fresnel_tra, fresnel_tra_i;
- float filter, pad0; /* filter added, for raytrace transparency */
+ float filter; /* filter added, for raytrace transparency */
short ray_depth, ray_depth_tra;
short har;
char seed1, seed2;
@@ -73,6 +73,7 @@ typedef struct Material {
int mode2; /* even more material settings :) */
short flarec, starc, linec, ringc;
float hasize, flaresize, subsize, flareboost;
+ float strand_sta, strand_end, strand_ease;
/* for buttons and render*/
char rgbsel, texact, pr_type, pad;
@@ -153,6 +154,7 @@ typedef struct Material {
#define MA_RAMP_SPEC 0x200000
#define MA_RAYBIAS 0x400000
#define MA_FULL_OSA 0x800000
+#define MA_TANGENT_STR 0x1000000
/* diff_shader */
#define MA_DIFF_LAMBERT 0