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authorAlejandro Conty Estevez <conty@yafray.org>2004-01-13 19:51:35 +0300
committerAlejandro Conty Estevez <conty@yafray.org>2004-01-13 19:51:35 +0300
commit47126550801198a6a41c50c7fccc1b81a1220110 (patch)
tree61e58e6d87794b7019455c61da1eaa1bcec548b9 /source/blender/src/buttons_scene.c
parent4c718d49cdd21ca93f846206f19f36d882237e71 (diff)
Global photons export for yafray. Square arealights, spot and point can work
as emitters. Needs latest yafray code, still not in cvs.
Diffstat (limited to 'source/blender/src/buttons_scene.c')
-rw-r--r--source/blender/src/buttons_scene.c24
1 files changed, 21 insertions, 3 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index 2df8333ce59..de31d4f274c 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -1222,18 +1222,36 @@ static void render_panel_yafrayGI()
}
- if (G.scene->r.GImethod==2) {
+ if (G.scene->r.GImethod==2)
+ {
if (G.scene->r.GIdepth==0) G.scene->r.GIdepth=2;
uiDefButI(block, NUM, 0, "Depth:", 180,175,110,20, &G.scene->r.GIdepth, 1.0, 8.0, 10, 10, "Number of bounces of the indirect light");
uiDefButI(block, NUM, 0, "CDepth:", 180,150,110,20, &G.scene->r.GIcausdepth, 1.0, 8.0, 10, 10, "Number of bounces inside objects (for caustics)");
uiDefButS(block,TOG|BIT|0, B_REDR, "Cache",70,125,89,20, &G.scene->r.GIcache, 0, 0, 0, 0, "Cache irradiance samples (faster)");
- if (G.scene->r.GIcache) {
+ uiDefButS(block,TOG|BIT|0, B_REDR, "Photons",180,125,89,20, &G.scene->r.GIphotons, 0, 0, 0, 0, "Use global photons to help in GI");
+ if (G.scene->r.GIcache)
+ {
uiDefBut(block, LABEL, 0, "Cache parameters:", 5,105,130,20, 0, 1.0, 0, 0, 0, "");
if (G.scene->r.GIshadowquality==0.0) G.scene->r.GIshadowquality=0.9;
uiDefButF(block, NUMSLI, 0,"ShadQu ", 5,85,154,20, &(G.scene->r.GIshadowquality), 0.0, 1.0 ,0,0, "Sets the shadow quality, keep it under 0.95 :-) ");
if (G.scene->r.GIpixelspersample==0) G.scene->r.GIpixelspersample=10;
uiDefButI(block, NUM, 0, "Pixel Precision:", 5,60,154,20, &G.scene->r.GIpixelspersample, 1, 50, 10, 10, "Maximum number of pixels without samples, the lower the better and slower");
- uiDefButS(block,TOG|BIT|0, 0, "UseGradient",180,85,110,20, &G.scene->r.GIgradient, 0, 0, 0, 0, "Try to smooth lighting using a gradient");
+ //uiDefButS(block,TOG|BIT|0, 0, "UseGradient",180,85,110,20, &G.scene->r.GIgradient, 0, 0, 0, 0, "Try to smooth lighting using a gradient");
+ }
+ if (G.scene->r.GIphotons)
+ {
+ uiDefBut(block, LABEL, 0, "Photon parameters:", 170,105,130,20, 0, 1.0, 0, 0, 0, "");
+ if(G.scene->r.GIphotoncount==0) G.scene->r.GIphotoncount=100000;
+ uiDefButI(block, NUM, 0, "Count:", 170,85,140,20, &G.scene->r.GIphotoncount,
+ 0, 10000000, 10, 10, "Number of photons to shoot");
+ if(G.scene->r.GIphotonradius==0.0) G.scene->r.GIphotonradius=1.0;
+ uiDefButF(block, NUMSLI, 0,"Radius:", 170,60,140,20, &(G.scene->r.GIphotonradius),
+ 0.00001, 100.0 ,0,0, "Radius to search for photons to mix (blur)");
+ if(G.scene->r.GImixphotons==0) G.scene->r.GImixphotons=100;
+ uiDefButI(block, NUM, 0, "MixCount:", 170,35,140,20, &G.scene->r.GImixphotons,
+ 0, 1000, 10, 10, "Number of photons to shoot");
+ uiDefButS(block,TOG|BIT|0, B_REDR, "Tune Photons",170,10,140,20, &G.scene->r.GIdirect,
+ 0, 0, 0, 0, "Show the photonmap directly in the render for tunning");
}
}
}