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authorTon Roosendaal <ton@blender.org>2003-12-23 01:27:51 +0300
committerTon Roosendaal <ton@blender.org>2003-12-23 01:27:51 +0300
commit454166026afd52e546716a7aa33821e86d2371af (patch)
tree094dc47e4f9520efbf91a6db632cf44032b1c285 /source/blender/makesdna
parent3df84b755f3b49f8d31355135a48444413af2914 (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.h5
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