Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorAlfredo de Greef <eeshlo@yahoo.com>2004-10-26 04:52:12 +0400
committerAlfredo de Greef <eeshlo@yahoo.com>2004-10-26 04:52:12 +0400
commitc245379175a23f26a92b3e2adbda39b9fb46c396 (patch)
tree2c8aad713df994a5c910198e0f9a2f0120ccf0ba /source/blender/src/buttons_scene.c
parent85c889108d0b656e3d6f6193b4d11c41f6798e49 (diff)
Bugfixes:
Blender hemilight shadow flag now ignored (reported by varuag). Texture axes were not exported for procedural textures. Duplicate armatures were not handled correctly (reported by richie). Triangle uv-coord splitting (reported by anael, richie & Alvaro). Additions: Material 'TexFace' mode now works too, as in Blender it functions as an extra first texture channel, replacing the base color. The new noise functions for procedural textures are now supported in yafray, but is not quite completed yet, still undergoing changes. (needs yafray from cvs). The 'power' button has been renamed to 'EmitPwr', since it controls background, arealight (including lamp with radius) & material emit power. This button can now be used with the 'SkyDome' method as well to control background lighting. To control indirect lighting power, a button called 'GI pwr' has been added, only use this when really necessary, first try modifying 'EmitPwr' instead. Removed: The 'gradient' button. This includes the python code to set this parameter as well.
Diffstat (limited to 'source/blender/src/buttons_scene.c')
-rw-r--r--source/blender/src/buttons_scene.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index 232b30bffcf..a25472bc120 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -1281,10 +1281,9 @@ static void render_panel_yafrayGI()
70,150,89,20, &G.scene->r.GIquality, 0, 0, 0, 0, "Global Illumination Quality");
if (G.scene->r.GImethod>0) {
- if (G.scene->r.GIpower==0) G.scene->r.GIpower=1;
- uiDefButF(block, NUM, B_DIFF, "Power:", 5,10,154,20, &G.scene->r.GIpower, 0.01, 100.0, 10, 0, "GI lighting intensity scale, 1 is normal");
+ uiDefButF(block, NUM, B_DIFF, "EmitPwr:", 5,35,154,20, &G.scene->r.GIpower, 0.01, 100.0, 10, 0, "arealight, material emit and background intensity scaling, 1 is normal");
+ if (G.scene->r.GImethod==2) uiDefButF(block, NUM, B_DIFF, "GI Pwr:", 5,10,154,20, &G.scene->r.GIindirpower, 0.01, 100.0, 10, 0, "GI indirect lighting intensity scaling, 1 is normal");
}
-
if (G.scene->r.GImethod==2)
{
@@ -1300,9 +1299,8 @@ static void render_panel_yafrayGI()
uiDefButF(block, NUM, B_DIFF,"ShadQu:", 5,85,154,20, &(G.scene->r.GIshadowquality), 0.01, 1.0 ,1,0, "Sets the shadow quality, keep it under 0.95 :-) ");
if (G.scene->r.GIpixelspersample==0) G.scene->r.GIpixelspersample=10;
uiDefButI(block, NUM, B_DIFF, "Prec:", 5,60,75,20, &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, B_DIFF, "Gradient", 84,60,75,20, &G.scene->r.GIgradient, 0, 0, 0, 0, "Try to smooth lighting using a gradient");
if (G.scene->r.GIrefinement==0) G.scene->r.GIrefinement=1.0;
- uiDefButF(block, NUM, B_DIFF, "Refinement:", 5,35,154,20, &G.scene->r.GIrefinement, 0.001, 1.0, 1, 0, "Threshold to refine shadows EXPERIMENTAL. 1 = no refinement");
+ uiDefButF(block, NUM, B_DIFF, "Ref:", 80,60,75,20, &G.scene->r.GIrefinement, 0.001, 1.0, 1, 0, "Threshold to refine shadows EXPERIMENTAL. 1 = no refinement");
}
if (G.scene->r.GIphotons)
{
@@ -1315,7 +1313,7 @@ static void render_panel_yafrayGI()
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, B_DIFF, "MixCount:", 170,35,140,20, &G.scene->r.GImixphotons,
- 0, 1000, 10, 10, "Number of photons to shoot");
+ 0, 1000, 10, 10, "Number of photons to mix");
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 tuning");
}
@@ -1373,6 +1371,8 @@ void render_panels()
if (G.scene->r.YF_raydepth==0) G.scene->r.YF_raydepth=5;
if (G.scene->r.YF_AApixelsize==0.0) G.scene->r.YF_AApixelsize=1.5;
if (G.scene->r.YF_AAthreshold==0.0) G.scene->r.YF_AAthreshold=0.05;
+ if (G.scene->r.GIpower==0.0) G.scene->r.GIpower=1.0;
+ if (G.scene->r.GIindirpower==0.0) G.scene->r.GIindirpower=1.0;
render_panel_yafrayGlobal();
render_panel_yafrayGI();
}