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authorMatt Ebb <matt@mke3.net>2008-10-01 11:13:28 +0400
committerMatt Ebb <matt@mke3.net>2008-10-01 11:13:28 +0400
commit25236b56a6c8c5619a3a8d35841be7e413df1e5e (patch)
tree104cc3879260e701926400f4183fb0169445ce08 /source/blender/makesdna/DNA_texture_types.h
parent8622cbca359d77eb980250b42d0635c0dddfa48b (diff)
* Fix for volumetric rendering. It previously wasn't multiplying
the emission component by the density at the current point, which made the volume too bright in less dense areas. This made it look too rough, as opposed to smooth as it should be. This makes the particle rendering look *much* better, thanks a bunch to ZanQdo for complaining and kicking my butt to make me realise the error. Here's an example of how smooth it looks now: http://mke3.net/blender/devel/rendering/volumetrics/smoke_test03.mov http://mke3.net/blender/devel/rendering/volumetrics/smoke_test03.blend Settings in existing files will have to be tweaked a bit, since what they were set up for before, was incorrect. * Added two new interpolation types to Point Density: Constant and Root. These work similarly to in proportional edit for example, just gives a bit more choice over how hard-edged the particles should look.
Diffstat (limited to 'source/blender/makesdna/DNA_texture_types.h')
-rw-r--r--source/blender/makesdna/DNA_texture_types.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_texture_types.h b/source/blender/makesdna/DNA_texture_types.h
index d23672f9284..9c608302b22 100644
--- a/source/blender/makesdna/DNA_texture_types.h
+++ b/source/blender/makesdna/DNA_texture_types.h
@@ -132,7 +132,6 @@ typedef struct PointDensity {
short falloff_type;
float radius;
-
short source;
short pdpad[3];
@@ -422,6 +421,8 @@ typedef struct TexMapping {
#define TEX_PD_FALLOFF_STD 0
#define TEX_PD_FALLOFF_SMOOTH 1
#define TEX_PD_FALLOFF_SHARP 2
+#define TEX_PD_FALLOFF_CONSTANT 3
+#define TEX_PD_FALLOFF_ROOT 4
/* psys_cache_space */
#define TEX_PD_OBJECTLOC 0