diff options
author | Ton Roosendaal <ton@blender.org> | 2003-12-23 01:27:51 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2003-12-23 01:27:51 +0300 |
commit | 454166026afd52e546716a7aa33821e86d2371af (patch) | |
tree | 094dc47e4f9520efbf91a6db632cf44032b1c285 /source/blender/makesdna | |
parent | 3df84b755f3b49f8d31355135a48444413af2914 (diff) |
- another fresnel improvement. :)
At last irc meeting, eeshlo pointed to an error in the code. It didn't
use the IOR value correctly. This has been solved. So how it works now:
- the IOR button value influences (very subtle) the fresnel effect.
Only for realism diehards.
- the Fresnel value (slider) now denotes the power in the function
rf + (1-rf) * (1-c)^5
where rf= rf = ((ior-1)/(ior+1))^2
and c the dot-product ray/normal.
- so, set the slider at '5' and you have real fresnel. Lower values
for interesting artistic effects.
- put back the forgotten code for gaussian corrected sampling during
antialising render. Normally, each sub-pixel sample in Blender counts
equally, and together make up the pixel color.
With 'Gauss' option set (F10 menu) each sub-pixel sample creates a small
weighted mask with variable size, which (can) affect neighbouring pixels
as well. The result is smoother edges, less sensitive for gamma, and
well suited to reduce motion-aliasing (when things move extreme slow).
This is result of *long* period of research in NeoGeo days, and based on
every scientific sampling/reconstructing theory we could find. Plus a
little bit of our selves. :)
- I should write once how blender constructs Jitter tables for sub-sampling.
this is a very nice method, and superior to normal block filter or random
jittering... time!
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r-- | source/blender/makesdna/DNA_scene_types.h | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index 48c448187f6..679a33ac492 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -200,12 +200,12 @@ typedef struct RenderData { /** For unified renderer: reduce intensity on boundaries with * identical materials with this number.*/ - short same_mat_redux, pad_3[2]; + short same_mat_redux; /** * The gamma for the normal rendering. Used when doing * oversampling, to correctly blend subpixels to pixels. */ - float gamma; + float gamma, gauss; /** post-production settings. Don't really belong here */ float postmul, postgamma, postadd, postigamma; @@ -282,6 +282,7 @@ typedef struct Scene { #define R_MBLUR 0x4000 #define R_UNIFIED 0x8000 #define R_RAYTRACE 0x10000 +#define R_GAUSS 0x20000 /* scemode */ #define R_DOSEQ 0x0001 |