New rendering option: FSA!
This completes the pipeline make-over, as started in 2006. With this option, during rendering, each sample for every layer and pass is being saved on disk (looks like non-antialiased images). Then the composite and color correction happens, then a clip to 0-1 range, and only in end all samples get combined - using sampling filters such as gauss/mitch/catmul. This results in artefact-free antialiased images. Even Z-combine or ID masks now work perfect for it! This is an unfinished commit btw; Brecht will finish this for strands. Also Halo doesnt work yet. To activate FSA: press "Save Buffers" and the new button next to it. :)
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@@ -93,6 +93,9 @@ void zbufshade_sss_tile(struct RenderPart *pa);
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void addps(struct ListBase *lb, long *rd, int obi, int facenr, int z, unsigned short mask);
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int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp);
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/* -------- ray.c ------- */
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extern void freeraytree(Render *re);
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