[Bf-blender-cvs] CVS commit: blender/source/blender/blenloader/intern readfile.c blender/source/blender/makesdna DNA_scene_types.h blender/source/blender/render/intern/include rendercore.h blender/source/blender/render/intern/source initrender.c ray.c rendercore.c blender/source/blender/src buttons_scene.c ...

Ton Roosendaal ton at blender.org
Mon Dec 22 23:27:52 CET 2003


ton (Ton Roosendaal) 2003/12/22 23:27:51 CET

  Modified files:
    blender/source/blender/blenloader/intern readfile.c 
    blender/source/blender/makesdna DNA_scene_types.h 
    blender/source/blender/render/intern/include rendercore.h 
    blender/source/blender/render/intern/source initrender.c ray.c 
                                                rendercore.c 
    blender/source/blender/src buttons_scene.c buttons_shading.c 
                               previewrender.c 
  
  Log:
  - another fresnel improvement. :)
    At last irc meeting, eeshlo pointed to an error in the code. It didn't
    use the IOR value correctly. This has been solved. So how it works now:
    - the IOR button value influences (very subtle) the fresnel effect.
      Only for realism diehards.
    - the Fresnel value (slider) now denotes the power in the function
      rf + (1-rf) * (1-c)^5
      where rf= rf = ((ior-1)/(ior+1))^2
      and c the dot-product ray/normal.
    - so, set the slider at '5' and you have real fresnel. Lower values
      for interesting artistic effects.
  
  - put back the forgotten code for gaussian corrected sampling during
    antialising render. Normally, each sub-pixel sample in Blender counts
    equally, and together make up the pixel color.
    With 'Gauss' option set (F10 menu) each sub-pixel sample creates a small
    weighted mask with variable size, which (can) affect neighbouring pixels
    as well. The result is smoother edges, less sensitive for gamma, and
    well suited to reduce motion-aliasing (when things move extreme slow).
    This is result of *long* period of research in NeoGeo days, and based on
    every scientific sampling/reconstructing theory we could find. Plus a
    little bit of our selves. :)
  
  - I should write once how blender constructs Jitter tables for sub-sampling.
    this is a very nice method, and superior to normal block filter or random
    jittering... time!
  
  Revision  Changes    Path
  1.34      +9 -3      blender/source/blender/blenloader/intern/readfile.c
  1.14      +4 -3      blender/source/blender/makesdna/DNA_scene_types.h
  1.12      +2 -2      blender/source/blender/render/intern/include/rendercore.h
  1.14      +13 -10    blender/source/blender/render/intern/source/initrender.c
  1.10      +3 -3      blender/source/blender/render/intern/source/ray.c
  1.28      +12 -29    blender/source/blender/render/intern/source/rendercore.c
  1.19      +8 -7      blender/source/blender/src/buttons_scene.c
  1.48      +3 -5      blender/source/blender/src/buttons_shading.c
  1.21      +4 -4      blender/source/blender/src/previewrender.c



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