diff options
author | Ton Roosendaal <ton@blender.org> | 2005-12-04 17:32:21 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2005-12-04 17:32:21 +0300 |
commit | aa939b859904fcfad5c6782e14621da74bbf8118 (patch) | |
tree | ccf58f615f767fea93ddcfc01988244efdc0c643 /source/blender/renderconverter/intern/convertBlenderScene.c | |
parent | c2cff1cbcf71634de3aca184c70cc4bd23fe35a8 (diff) |
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
Diffstat (limited to 'source/blender/renderconverter/intern/convertBlenderScene.c')
-rw-r--r-- | source/blender/renderconverter/intern/convertBlenderScene.c | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/source/blender/renderconverter/intern/convertBlenderScene.c b/source/blender/renderconverter/intern/convertBlenderScene.c index 07ae6dbcdd2..665bd3ce6de 100644 --- a/source/blender/renderconverter/intern/convertBlenderScene.c +++ b/source/blender/renderconverter/intern/convertBlenderScene.c @@ -2424,8 +2424,6 @@ void RE_freeRotateBlenderScene(void) free_mesh_orco_hash(); - end_render_textures(); - end_render_materials(); end_radio_render(); if(R.wrld.aosphere) { MEM_freeN(R.wrld.aosphere); |