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authorTon Roosendaal <ton@blender.org>2003-12-19 00:34:48 +0300
committerTon Roosendaal <ton@blender.org>2003-12-19 00:34:48 +0300
commitcb20f1cdb421ab4d5159dfb5b1549950752a7bf8 (patch)
treed2f60662d97ecab509ec01c653aec62f61791719 /source/blender/makesdna
parentd1122ae91769a3985549abe96a649e09bbb1101d (diff)
another trace commit
- implemented tracing of transparency for shadows. This is a material option, in the new RayTrace panel. it only traces color and alpha, not shading. So the results of some transparant colored unlit faces can look odd. I will look onto that. - changed fresnel formula (got hint from eeshlo!). this simplifies the UI, now only one button needed. The fresnel value "should" be identical as the refraction index, but that is booooring! So i added a special fresnel refraction slider for both mirroring and transparency. By setting all 3 sliders equal, you get 'realism'. - fresnel for transparancy works for Ztra rendering too. Same for transpa- rent shadow. But then you need to set 'ray' on in F10 menu. - uploaded new monkey_glass blend in download.blender.org/demo/test/ Next stage: killing the globals from render, and implement "translucency" which is effectively allowing faces being lit from behind, as paper or cloth.
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r--source/blender/makesdna/DNA_material_types.h7
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 9162499ed48..cac008afa56 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -56,9 +56,9 @@ typedef struct Material {
float amb, emit, ang, spectra, ray_mirror;
float alpha, ref, spec, zoffs, add;
- float kfac; /* for transparent solids */
- float fresnel_mir, falloff_mir;
- float fresnel_tra, falloff_tra;
+ float translucency;
+ float fresnel_mir;
+ float fresnel_tra;
short ray_depth, ray_depth_tra;
short har;
char seed1, seed2;
@@ -128,6 +128,7 @@ typedef struct Material {
#define MA_RADIO 0x10000
#define MA_RAYTRANSP 0x20000
#define MA_RAYMIRROR 0x40000
+#define MA_SHADOW_TRA 0x80000
/* diff_shader */
#define MA_DIFF_LAMBERT 0