[Bf-blender-cvs] CVS commit: blender/source/blender/blenkernel BKE_bad_level_calls.h blender/source/blender/blenkernel/bad_level_call_stubs stubs.c blender/source/blender/blenkernel/intern displist.c material.c blender/source/blender/makesdna DNA_material_types.h DNA_scene_types.h blender/source/blender/render/extern/include render.h ...

Ton Roosendaal ton at blender.org
Thu Sep 29 15:19:07 CEST 2005


ton (Ton Roosendaal) 2005/09/29 15:19:07 CEST

  Modified files:
    blender/source/blender/blenkernel BKE_bad_level_calls.h 
    blender/source/blender/blenkernel/bad_level_call_stubs stubs.c 
    blender/source/blender/blenkernel/intern displist.c material.c 
    blender/source/blender/makesdna DNA_material_types.h 
                                    DNA_scene_types.h 
    blender/source/blender/render/extern/include render.h 
                                                 render_types.h 
    blender/source/blender/render/intern/source renderHelp.c 
                                                rendercore.c 
                                                texture.c 
    blender/source/blender/renderconverter/intern 
                                                  convertBlenderScene.c 
    blender/source/blender/src buttons_object.c buttons_shading.c 
                               previewrender.c 
  
  Log:
  - Added "anisotropic" rendering for static particle hair strands.
    This means the diffuse and specular shaders don't use the normal
    for hair (which is actually undefined, a hair is micro cylinder) but
    it uses the tangent vector (vector in direction of hair).
  
  For Diffuse, it computes a fake normal now, representing the optimal
  hair normal pointing towards the light. All current builtin shaders
  work with this, including ramps.
  
  For Specular, it uses another formula to remap dot products for all
  lines that now use the tangent vector instead of the normal:
  
  dot = vector * tangent
  dot = sqrt(1.0 - dot*dot)
  
  Gives better results than using the 'fake' normal for diffuse. Officially
  (according the papers) this could be used for diffuse too, but then hair
  becomes very flat. Now you can control the flatness easily with ramps or
  using Oren-Nayer for example.
  
  Example image (disappears in some weeks)
  http://www.blender.org/bf/rt9.jpg
  
  - Added new texture channel "Strand" to apply textures on hairs over the
    length of hair (1 dimensional). Orco now gives 1 fixed coordinate for
    the entire hair, based on where it starts.
    Note; UV doesn't work yet. Nor vertexcolor.
  
  http://www.blender.org/bf/rt10.jpg
  
  Revision  Changes    Path
  1.18      +8 -6      blender/source/blender/blenkernel/BKE_bad_level_calls.h
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/blenkernel/BKE_bad_level_calls.h.diff?r1=1.17&r2=1.18&cvsroot=bf-blender>
  1.31      +8 -6      blender/source/blender/blenkernel/bad_level_call_stubs/stubs.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/blenkernel/bad_level_call_stubs/stubs.c.diff?r1=1.30&r2=1.31&cvsroot=bf-blender>
  1.119     +6 -6      blender/source/blender/blenkernel/intern/displist.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/blenkernel/intern/displist.c.diff?r1=1.118&r2=1.119&cvsroot=bf-blender>
  1.31      +4 -2      blender/source/blender/blenkernel/intern/material.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/blenkernel/intern/material.c.diff?r1=1.30&r2=1.31&cvsroot=bf-blender>
  1.29      +4 -2      blender/source/blender/makesdna/DNA_material_types.h
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/makesdna/DNA_material_types.h.diff?r1=1.28&r2=1.29&cvsroot=bf-blender>
  1.45      +5 -2      blender/source/blender/makesdna/DNA_scene_types.h
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/makesdna/DNA_scene_types.h.diff?r1=1.44&r2=1.45&cvsroot=bf-blender>
  1.18      +8 -6      blender/source/blender/render/extern/include/render.h
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/render/extern/include/render.h.diff?r1=1.17&r2=1.18&cvsroot=bf-blender>
  1.32      +4 -3      blender/source/blender/render/extern/include/render_types.h
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/render/extern/include/render_types.h.diff?r1=1.31&r2=1.32&cvsroot=bf-blender>
  1.16      +7 -6      blender/source/blender/render/intern/source/renderHelp.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/render/intern/source/renderHelp.c.diff?r1=1.15&r2=1.16&cvsroot=bf-blender>
  1.124     +66 -45    blender/source/blender/render/intern/source/rendercore.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/render/intern/source/rendercore.c.diff?r1=1.123&r2=1.124&cvsroot=bf-blender>
  1.49      +10 -1     blender/source/blender/render/intern/source/texture.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/render/intern/source/texture.c.diff?r1=1.48&r2=1.49&cvsroot=bf-blender>
  1.166     +169 -185  blender/source/blender/renderconverter/intern/convertBlenderScene.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/renderconverter/intern/convertBlenderScene.c.diff?r1=1.165&r2=1.166&cvsroot=bf-blender>
  1.119     +4 -6      blender/source/blender/src/buttons_object.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/src/buttons_object.c.diff?r1=1.118&r2=1.119&cvsroot=bf-blender>
  1.147     +21 -16    blender/source/blender/src/buttons_shading.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/src/buttons_shading.c.diff?r1=1.146&r2=1.147&cvsroot=bf-blender>
  1.61      +9 -6      blender/source/blender/src/previewrender.c
    <http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/src/previewrender.c.diff?r1=1.60&r2=1.61&cvsroot=bf-blender>



More information about the Bf-blender-cvs mailing list