diff options
Diffstat (limited to 'source/blender/render/intern/source/volumetric.c')
-rw-r--r-- | source/blender/render/intern/source/volumetric.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c index 7fe52328781..7f3f14a1593 100644 --- a/source/blender/render/intern/source/volumetric.c +++ b/source/blender/render/intern/source/volumetric.c @@ -351,7 +351,7 @@ static void vol_get_emission(ShadeInput *shi, float emission_col[3], const float /* A combination of scattering and absorption -> known as sigma T. - * This can possibly use a specific scattering color, + * This can possibly use a specific scattering color, * and absorption multiplier factor too, but these parameters are left out for simplicity. * It's easy enough to get a good wide range of results with just these two parameters. */ static void vol_get_sigma_t(ShadeInput *shi, float sigma_t[3], const float co[3]) @@ -370,7 +370,7 @@ static void vol_get_sigma_t(ShadeInput *shi, float sigma_t[3], const float co[3] } /* phase function - determines in which directions the light - * is scattered in the volume relative to incoming direction + * is scattered in the volume relative to incoming direction * and view direction */ static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, const float w[3], const float wp[3]) { @@ -591,7 +591,7 @@ void vol_get_scattering(ShadeInput *shi, float scatter_col[3], const float co[3] */ /* For ease of use, I've also introduced a 'reflection' and 'reflection color' parameter, which isn't - * physically correct. This works as an RGB tint/gain on out-scattered light, but doesn't affect the light + * physically correct. This works as an RGB tint/gain on out-scattered light, but doesn't affect the light * that is transmitted through the volume. While having wavelength dependent absorption/scattering is more correct, * it also makes it harder to control the overall look of the volume since coloring the outscattered light results * in the inverse color being transmitted through the rest of the volume. |