From c2526dc92214e6c1929c98d32db744451aa81599 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Mon, 12 Apr 2004 14:53:17 +0000 Subject: More AO fun to play with: - AO energy slider to control amount - option "Use sky color" for colored AO. The horizon color will define bottom diffuse color, the zenith works on top - option "Use sky texture" will do a full sky render to define AO color Please note that AO energy and color only is found when a ray does not intersect. So for interior scenes make sure 'Dist' value is sufficient low. New also is: - World "Map input" allows "Ang Map" (Angular mapping) which can be used for 360 degree spherical maps, aka as Light Probes. Check samples here: http://www.debevec.org/Probes/ Note that Blender doesn't support HDRI images yet, but option "Use sky tex" already gives intersting results with such images - World sky rendering with Image Textures now correctly filters and uses antialiasing. Also noticable for raytrace mirror reflections - World preview render for sky type "Real" now gives correct view as defined by current used camera. I tried to speed up AO tracing with coherence systems, none of it really worked yet... time to tackle octree itself i guess! --- source/blender/blenkernel/intern/world.c | 4 ---- 1 file changed, 4 deletions(-) (limited to 'source/blender/blenkernel/intern/world.c') diff --git a/source/blender/blenkernel/intern/world.c b/source/blender/blenkernel/intern/world.c index a31c33e76e6..e378dd4d996 100644 --- a/source/blender/blenkernel/intern/world.c +++ b/source/blender/blenkernel/intern/world.c @@ -199,10 +199,6 @@ void init_render_world() } } - /* ambient occlusion */ - R.wrld.aototsamp= R.wrld.aosamp*R.wrld.aosamp; - - } else { memset(&R.wrld, 0, sizeof(World)); -- cgit v1.2.3