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authorTon Roosendaal <ton@blender.org>2003-12-30 21:03:37 +0300
committerTon Roosendaal <ton@blender.org>2003-12-30 21:03:37 +0300
commitd8b21b01c38bf2b7007458c221b2c1685d766cfd (patch)
treed4001fd3c914f10602ec095341307f64569a4941 /source/blender/render
parent6c80064ab7e0ea1e5ec9b5a164db08497a94ccf4 (diff)
Added improved exposure calculation
- based at 1.0-exp(-color) trick in Yafray. But to guarantee backwards compatibility, and some more control, Stefano Selleri hacked a useful formula for it. - We now have 2 values to set: - "exp": the exponential correction value (0-1) - "range": the light range that maps on color 1.0 (0-5) - Using exp(x) (is e^x) we can much better prevent overflows from render, which are currently hard-clipped in Blender. Setting a small 'exp' value wil efficiently smooth out high energy and map that back to a color for display. - total formula: newcol= linfac*(1.0-exp(col*logfac)) col, newcol are colors linfac= 1.0 + 1.0/((2.0*wrld.exp +0.5)^10) logfac= log( (linfac-1.0)/linfac )/wrld.range wrld.exp and wrld.range are the button values - default setting: exp=0.0 and range=1.0 give results extremely close to previous rendering. - graph: http://www.selleri.org/Blender/buffer/Image1.png for 'exp' setting ranging from 0-1, and with 'range'=2 Thanks Stefano for the help!
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/rendercore.c15
1 files changed, 12 insertions, 3 deletions
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index ba86ca6319f..99648750781 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -1457,7 +1457,9 @@ float Toon_Diff( float *n, float *l, float *v, float size, float smooth )
}
/* Oren Nayar diffuse */
-/* nl is either dot product, or return value of area light */
+
+/* 'nl' is either dot product, or return value of area light */
+/* in latter case, only last multiplication uses 'nl' */
float OrenNayar_Diff_i(float nl, float *n, float *l, float *v, float rough )
{
float i, nh, nv, vh, realnl, h[3];
@@ -1477,7 +1479,7 @@ float OrenNayar_Diff_i(float nl, float *n, float *l, float *v, float rough )
realnl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
if(realnl<=0.0) return 0.0;
- if(nl<0.0) nl= 0.0; /* value from area light */
+ if(nl<0.0) return 0.0; /* value from area light */
vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and halfway vector */
if(vh<=0.0) vh= 0.0;
@@ -1510,7 +1512,7 @@ float OrenNayar_Diff_i(float nl, float *n, float *l, float *v, float rough )
A = 1 - (0.5 * ((rough * rough) / ((rough * rough) + 0.33)));
B = 0.45 * ((rough * rough) / ((rough * rough) + 0.09));
- b*= 0.95; /* prevent tangens from shooting to inf, nl here can be not a dot product here. */
+ b*= 0.95; /* prevent tangens from shooting to inf, 'nl' can be not a dot product here. */
/* overflow only happens with extreme size area light, and higher roughness */
i = nl * ( A + ( B * t * sin(a) * tan(b) ) );
@@ -2441,6 +2443,13 @@ temp_y= floor(y);
VecAddf(col, shr.diff, shr.spec);
+ /* exposure correction */
+ if(R.wrld.exposure!=0.0 || R.wrld.range!=1.0) {
+ col[0]= R.wrld.linfac*(1.0-exp( col[0]*R.wrld.logfac) );
+ col[1]= R.wrld.linfac*(1.0-exp( col[1]*R.wrld.logfac) );
+ col[2]= R.wrld.linfac*(1.0-exp( col[2]*R.wrld.logfac) );
+ }
+
/* MIST */
if( (R.wrld.mode & WO_MIST) && (shi.matren->mode & MA_NOMIST)==0 ){
alpha= mistfactor(shi.co);