diff options
author | Ton Roosendaal <ton@blender.org> | 2004-04-06 01:04:13 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2004-04-06 01:04:13 +0400 |
commit | 2a90de034826cd172117e6dd9764bfb481c1b14f (patch) | |
tree | a33d07ed7346bc7f7266857195a48efc0ddb957f /source/blender/render/intern/include/rendercore.h | |
parent | e4ce73c99eca48d7d494f5e2d0ca0e034f7d4a62 (diff) |
Eeshlo AO patch, revised
- Ambient Occlusion is a more sophisticated ambient trick, which takes
nearby faces into account by firing a hemisphere of shadow-rays
around. AKA 'dirt shader'.
- Eeshlo made it a Lamp type, which doesn't fit well. I've moved the
settings to the World menu, and let the Material->ambient value control
the amount it contributes
- currently, the AO value is added/subtracted/mixed with the 'diffuse'
factor while shading, before it is multiplied with Material color
Buttons are in new Panel 'Amb Occ" in F8 menu. Note:
- "Dist:" by shortening the length of rays you get subtler effects and it
renders faster too
- "DistF:" the attennuation factor gives control over how the 'shadow'
spreads out.
Further it's just raytracing, so tends to be slooooow.... :)
Here same tricks as for other raytraced scenes apply, especially try to
keep the environment as small as possible (exclude faces from Octree by
giving them no Material Traceable).
I still have to think over a couple of aspects, will await feedback on it:
- AO color? Now it just adds 'white'
- other sampling patterns? I tried dithering, which was so-so
- method of controlling final 'samples' in F10? Might be useful for other
oversampling too (area light) to have it reacting to a percentage or so..
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r-- | source/blender/render/intern/include/rendercore.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h index 288ff10937f..2daf4c2c299 100644 --- a/source/blender/render/intern/include/rendercore.h +++ b/source/blender/render/intern/include/rendercore.h @@ -75,6 +75,7 @@ float spec(float inp, int hard); extern void ray_shadow(ShadeInput *, LampRen *, float *, int); extern void ray_trace(ShadeInput *, ShadeResult *, int); +extern void ray_ao(ShadeInput *, World *, float *); /** * Apply the background (sky). Depending on the active alphamode and |