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authorTon Roosendaal <ton@blender.org>2004-04-12 18:53:17 +0400
committerTon Roosendaal <ton@blender.org>2004-04-12 18:53:17 +0400
commitc2526dc92214e6c1929c98d32db744451aa81599 (patch)
tree1fee7998ce742314dac6a79ca9d9584da29013b4 /source/blender/makesdna/DNA_world_types.h
parentb78641f524936785b39704e2c0b6b70c03d9f2b5 (diff)
More AO fun to play with:
- AO energy slider to control amount - option "Use sky color" for colored AO. The horizon color will define bottom diffuse color, the zenith works on top - option "Use sky texture" will do a full sky render to define AO color Please note that AO energy and color only is found when a ray does not intersect. So for interior scenes make sure 'Dist' value is sufficient low. New also is: - World "Map input" allows "Ang Map" (Angular mapping) which can be used for 360 degree spherical maps, aka as Light Probes. Check samples here: http://www.debevec.org/Probes/ Note that Blender doesn't support HDRI images yet, but option "Use sky tex" already gives intersting results with such images - World sky rendering with Image Textures now correctly filters and uses antialiasing. Also noticable for raytrace mirror reflections - World preview render for sky type "Real" now gives correct view as defined by current used camera. I tried to speed up AO tracing with coherence systems, none of it really worked yet... time to tackle octree itself i guess!
Diffstat (limited to 'source/blender/makesdna/DNA_world_types.h')
-rw-r--r--source/blender/makesdna/DNA_world_types.h13
1 files changed, 10 insertions, 3 deletions
diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h
index c325c2d1b8a..baceb4e17e9 100644
--- a/source/blender/makesdna/DNA_world_types.h
+++ b/source/blender/makesdna/DNA_world_types.h
@@ -95,8 +95,8 @@ typedef struct World {
short dofsta, dofend, dofmin, dofmax;
/* ambient occlusion */
- float aodist, aodistfac;
- short aomode, aosamp, aomix, aototsamp;
+ float aodist, aodistfac, aoenergy, pad;
+ short aomode, aosamp, aomix, aocolor;
int physicsEngine;
@@ -113,7 +113,7 @@ typedef struct World {
#define WO_SKYBLEND 1
#define WO_SKYREAL 2
#define WO_SKYPAPER 4
-/* tijdens render: */
+/* while render: */
#define WO_SKYTEX 8
#define WO_ZENUP 16
@@ -133,6 +133,13 @@ typedef struct World {
#define WO_AODIST 1
#define WO_AORNDSMP 2
+/* aocolor */
+#define WO_AOPLAIN 0
+#define WO_AOSKYCOL 1
+#define WO_AOSKYTEX 2
+
+/* texco (also in DNA_material_types.h) */
+#define TEXCO_ANGMAP 64
/* mapto */
#define WOMAP_BLEND 1