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authorAlfredo de Greef <eeshlo@yahoo.com>2004-11-08 06:55:44 +0300
committerAlfredo de Greef <eeshlo@yahoo.com>2004-11-08 06:55:44 +0300
commit459deaf11f3f451b2f30b97b1e23e72343398445 (patch)
treee88c2e842c843cd8c5bee06a398e6feac0521c85 /source/blender/src/buttons_editing.c
parent8daff51e0fab7bf06847e4e019d7b0b21ab4bb69 (diff)
Fixed:
Texture matrix bug in plugin code reported by Mel_Q. Vertex colors, this was basically the same as the previous uv coord splitting bug, for xml export, uv coord splitting was actually not quite complete either (reported by richie). Added: Camera Ipo curves for DoF aperture and focal distance. Aspect ratio set with AspX & AspY are now taken into account as well. (needs yafray from cvs) Bokeh parameters for DoF (also needs yafray from cvs). 'Bokeh' controls the shape of out of focus points when rendering with depth of field enabled. This is mostly visible on very out of focus highlights in the image. There are currently seven types to choose from.: 'Disk1' is the default, the same as was used before. 'Disk2' is similar, but allows you to modify the shape further with the 'bias' parameter, see below. Triangle/Square/Pentagon/Hexagon, in addition to the bias control, you can offset the rotation with the 'Rotation' parameter (in degrees). 'Ring', a weird ring shaped lens, no additional controls. The 'bias' menu controls accentuation of the shape. Three types available, uniform, center or edge, with uniform the default. Although based on an actual phenomenon of real camera's, the current code is bit of a hack and not physically based, and doesn't work all that well yet (in yafray anyway). Since this is also mostly visible in the very out of focus parts of the image, it usually also means that you need lots of samples to get a reasonably smooth result.
Diffstat (limited to 'source/blender/src/buttons_editing.c')
-rw-r--r--source/blender/src/buttons_editing.c18
1 files changed, 15 insertions, 3 deletions
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c
index 2fd8a190196..b422ffbdc82 100644
--- a/source/blender/src/buttons_editing.c
+++ b/source/blender/src/buttons_editing.c
@@ -1331,15 +1331,27 @@ static void editing_panel_camera_type(Object *ob, Camera *cam)
static void editing_panel_camera_yafraydof(Object *ob, Camera *cam)
{
uiBlock *block;
+ char *mst1, *mst2;
block= uiNewBlock(&curarea->uiblocks, "editing_panel_camera_yafraydof", UI_EMBOSS, UI_HELV, curarea->win);
uiNewPanelTabbed("Camera", "Editing");
if(uiNewPanel(curarea, block, "Yafray DoF", "Editing", 320, 0, 318, 204)==0) return;
- uiDefButF(block, NUM, REDRAWVIEW3D, "DoFDist:", 470, 147, 160, 20, &cam->YF_dofdist, 0.0, 5000.0, 100, 0, "Sets distance to point of focus (use camera 'ShowLimits' to make visible in 3Dview)");
- uiDefButF(block, NUM, REDRAWVIEW3D, "Aperture:", 470, 125, 160, 20, &cam->YF_aperture, 0.0, 2.0, 0, 0, "Sets lens aperture, the larger, the more blur (use small values, 0 is no DoF)");
+ uiDefButF(block, NUM, REDRAWVIEW3D, "DoFDist:", 10, 147, 180, 20, &cam->YF_dofdist, 0.0, 5000.0, 50, 0, "Sets distance to point of focus (use camera 'ShowLimits' to make visible in 3Dview)");
+ uiDefButF(block, NUM, B_DIFF, "Aperture:", 10, 125, 180, 20, &cam->YF_aperture, 0.0, 2.0, 1, 0, "Sets lens aperture, the larger, the more blur (use small values, 0 is no DoF)");
- uiDefButS(block, TOG|BIT|2, 0, "Random sampling", 470, 90, 160, 20, &cam->flag, 0, 0, 0, 0, "Use noisy random Lens sampling instead of QMC");
+ uiDefButS(block, TOG|BIT|2, B_DIFF, "Random sampling", 10, 90, 180, 20, &cam->flag, 0, 0, 0, 0, "Use noisy random Lens sampling instead of QMC");
+
+ uiDefBut(block, LABEL, 0, "Bokeh", 10, 60, 180, 19, 0, 0.0, 0.0, 0, 0, "");
+ mst1 = "Bokeh Type%t|Disk1%x0|Disk2%x1|Triangle%x2|Square%x3|Pentagon%x4|Hexagon%x5|Ring%x6";
+ uiDefButS(block, MENU, B_REDR, mst1, 10, 40, 89, 20, &cam->YF_bkhtype, 0.0, 0.0, 0, 0, "Sets Bokeh type");
+
+ if ((cam->YF_bkhtype!=0) && (cam->YF_bkhtype!=6)) {
+ mst2 = "Bokeh Bias%t|Uniform%x0|Center%x1|Edge%x2";
+ uiDefButS(block, MENU, B_REDR, mst2, 100, 40, 90, 20, &cam->YF_bkhbias, 0.0, 0.0, 0, 0, "Sets Bokeh bias");
+ if (cam->YF_bkhtype>1)
+ uiDefButF(block, NUM, B_DIFF, "Rotation:", 10, 15, 180, 20, &cam->YF_bkhrot, 0.0, 360.0, 100, 0, "Shape rotation amount in degrees");
+ }
}