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Diffstat (limited to 'source/blender/render/intern/source/volumetric.c')
-rw-r--r--source/blender/render/intern/source/volumetric.c6
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)
{