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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 1b095269416..fb9b3985cc2 100644 --- a/source/blender/render/intern/source/volumetric.c +++ b/source/blender/render/intern/source/volumetric.c @@ -330,7 +330,7 @@ void vol_get_emission(ShadeInput *shi, float *emission_col, float *co) /* A combination of scattering and absorption -> known as sigma T. - * This can possibly use a specific scattering colour, + * 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. */ void vol_get_sigma_t(ShadeInput *shi, float *sigma_t, float *co) @@ -571,8 +571,8 @@ outgoing radiance from behind surface * beam transmittance/attenuation /* 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 * 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 colouring the outscattered light results - * in the inverse colour being transmitted through the rest of the volume. + * 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. */ static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float *endco) { |