[Bf-blender-cvs] CVS commit: blender/source/blender/blenkernel/intern world.c blender/source/blender/blenloader/intern readfile.c blender/source/blender/makesdna DNA_world_types.h blender/source/blender/render/intern/include rendercore.h blender/source/blender/render/intern/source ray.c rendercore.c blender/source/blender/src buttons_shading.c

Ton Roosendaal ton at blender.org
Mon Apr 5 23:04:14 CEST 2004


ton (Ton Roosendaal) 2004/04/05 23:04:13 CEST

  Modified files:
    blender/source/blender/blenkernel/intern world.c 
    blender/source/blender/blenloader/intern readfile.c 
    blender/source/blender/makesdna DNA_world_types.h 
    blender/source/blender/render/intern/include rendercore.h 
    blender/source/blender/render/intern/source ray.c rendercore.c 
    blender/source/blender/src buttons_shading.c 
  
  Log:
  Eeshlo AO patch, revised
  
  - Ambient Occlusion is a more sophisticated ambient trick, which takes
    nearby faces into account by firing a hemisphere of shadow-rays
    around. AKA 'dirt shader'.
  - Eeshlo made it a Lamp type, which doesn't fit well. I've moved the
    settings to the World menu, and let the Material->ambient value control
    the amount it contributes
  - currently, the AO value is added/subtracted/mixed with the 'diffuse'
    factor while shading, before it is multiplied with Material color
  
  Buttons are in new Panel 'Amb Occ" in F8 menu. Note:
  
  - "Dist:" by shortening the length of rays you get subtler effects and it
    renders faster too
  - "DistF:" the attennuation factor gives control over how the 'shadow'
    spreads out.
  
  Further it's just raytracing, so tends to be slooooow.... :)
  Here same tricks as for other raytraced scenes apply, especially try to
  keep the environment as small as possible (exclude faces from Octree by
  giving them no Material Traceable).
  
  I still have to think over a couple of aspects, will await feedback on it:
  - AO color? Now it just adds 'white'
  - other sampling patterns? I tried dithering, which was so-so
  - method of controlling final 'samples' in F10? Might be useful for other
    oversampling too (area light) to have it reacting to a percentage or so..
  
  Revision  Changes    Path
  1.9       +6 -1      blender/source/blender/blenkernel/intern/world.c
  1.47      +9 -1      blender/source/blender/blenloader/intern/readfile.c
  1.11      +18 -2     blender/source/blender/makesdna/DNA_world_types.h
  1.15      +2 -1      blender/source/blender/render/intern/include/rendercore.h
  1.22      +99 -3     blender/source/blender/render/intern/source/ray.c
  1.51      +21 -1     blender/source/blender/render/intern/source/rendercore.c
  1.70      +39 -0     blender/source/blender/src/buttons_shading.c



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