From 5445dda2956d64385b20874592b3305b7056505a Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Wed, 27 Jan 2010 21:40:08 +0000 Subject: Ambient Occlusion split up into: Ambient occlusion: multiplied with direct lighting by default, add is also still available and more blending methods might be added if they are useful. This is fundamentally a non physical effect. Environment lighting: always added as you would expect (though you can subtract by specifying negative energy). This can be just white or take colors or textures from the world. Indirect lighting: only supported for AAO at the moment (and is still too approximate), and also is always added. A factor is available to specify how much is added, though value 1.0 is correct. Also: * Material ambient value now defaults to 1.0. * Added Environment, Indirect and Emit pass. * "Both" blending method is no longer available. * Attenuation, sampling parameters are still shared, some could be split up, though if they are different this would affect performance. --- source/blender/render/intern/include/render_types.h | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/render/intern/include/render_types.h') diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h index d41851db5ff..ba995621a98 100644 --- a/source/blender/render/intern/include/render_types.h +++ b/source/blender/render/intern/include/render_types.h @@ -399,6 +399,7 @@ typedef struct StrandSurface { float (*co)[3]; /* for occlusion caching */ float (*ao)[3]; + float (*env)[3]; float (*indirect)[3]; /* for speedvectors */ float (*prevco)[3], (*nextco)[3]; -- cgit v1.2.3