[Bf-blender-cvs] CVS commit: blender/source/blender/blenkernel BKE_osa_types.h blender/source/blender/blenkernel/intern material.c blender/source/blender/blenloader/intern readfile.c blender/source/blender/include butspace.h blender/source/blender/makesdna DNA_material_types.h blender/source/blender/render/intern/include rendercore.h ...

Ton Roosendaal ton at blender.org
Tue Dec 16 15:12:01 CET 2003


ton (Ton Roosendaal) 2003/12/16 15:12:01 CET

  Modified files:
    blender/source/blender/blenkernel BKE_osa_types.h 
    blender/source/blender/blenkernel/intern material.c 
    blender/source/blender/blenloader/intern readfile.c 
    blender/source/blender/include butspace.h 
    blender/source/blender/makesdna DNA_material_types.h 
    blender/source/blender/render/intern/include rendercore.h 
    blender/source/blender/render/intern/source ray.c renderHelp.c 
                                                rendercore.c 
    blender/source/blender/renderconverter/intern 
                                                  convertBlenderScene.c 
    blender/source/blender/src buttons_shading.c previewrender.c 
  
  Log:
  Another commit for raytracing, now with glass refraction & fresnel!
  Changelog:
  
  - enable refraction with button "Ray Transp" in Material buttons.
  - set "Angular Index" value for amount of refraction.
  - use the "Alpha" value to define transparency.
  - remember to set a higher "Depth" too... glass can bounce quite some
    more than expected.
  - for correct refraction, 3D models MUST have normals pointing in the
    right direction (consistently pointing outside).
  - refraction 'sees' the thickness of glass based on what you model. So
    make for realistic glass both sides of a surface.
  
  - I needed to do some rewriting for correct mirroring/refraction,
    especially to prevent specularity being blended away.
    Solved this with localizing shading results in the rendercore.c.
    Now specularity correctly is added, and reduces the 'mirror' value.
  - Localizing more parts of the render code is being planned. The old
    render heavily relies on struct Render and struct Osa to store globals.
    For scanline render no problem, but recursive raytracing dislikes that.
  
  - done test with gamma-corrected summation of colors during tracing, is
    commented out still. But this will give more balanced reflections. Now
    dark reflections that are reflected in a bright surface seem incorrect.
  
  - Introduced 'Fresnel' effect for Mirror and Transparency. This
    influences the amount of mirror/transparency based at viewing angle.
    Next to a new Fresnel slider, also a 'falloff' button has been added to
    define the way it spreads.
  - Fresnel also works for Ztransp rendering
  
  - created new Panel for Raytrace options
    I have to evaluate still where it all should be logically located.
  - material preview shows fake reflection and fake refraction as well.
  
  Revision  Changes    Path
  1.6       +2 -1      blender/source/blender/blenkernel/BKE_osa_types.h
  1.11      +14 -8     blender/source/blender/blenkernel/intern/material.c
  1.32      +14 -2     blender/source/blender/blenloader/intern/readfile.c
  1.17      +5 -1      blender/source/blender/include/butspace.h
  1.10      +6 -2      blender/source/blender/makesdna/DNA_material_types.h
  1.9       +12 -1     blender/source/blender/render/intern/include/rendercore.h
  1.6       +321 -102  blender/source/blender/render/intern/source/ray.c
  1.5       +3 -3      blender/source/blender/render/intern/source/renderHelp.c
  1.23      +93 -110   blender/source/blender/render/intern/source/rendercore.c
  1.20      +4 -4      blender/source/blender/renderconverter/intern/convertBlenderScene.c
  1.45      +65 -16    blender/source/blender/src/buttons_shading.c
  1.17      +96 -23    blender/source/blender/src/previewrender.c



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