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/render/intern/include/rendercore.h | |
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/render/intern/include/rendercore.h')
-rw-r--r-- | source/blender/render/intern/include/rendercore.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h index c463d9cdaae..c8ad75a4f00 100644 --- a/source/blender/render/intern/include/rendercore.h +++ b/source/blender/render/intern/include/rendercore.h @@ -58,7 +58,7 @@ void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, i void shade_color(struct ShadeInput *shi, ShadeResult *shr); void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr, int mask); -float fresnel_fac(float *view, float *vn, float fresnel); +float fresnel_fac(float *view, float *vn, float fresnel, float fac); void calc_R_ref(struct ShadeInput *shi); float spec(float inp, int hard); |