NEW: Ramp shades for diffuse and specular

http://www.blender3d.org/cms/Ramp_Shaders.348.0.html

Material color and specular now can be defined by a Colorband. The actual
color then is defined during shading based on:
- shade value (like dotproduct)
- energy value (dot product plus light)
- normal
- result of all shading (useful for adding stuff in the end)

Special request from [A]ndy! :)
This commit is contained in:
2004-06-30 18:54:09 +00:00
parent c9b4585618
commit a8ef804146
16 changed files with 876 additions and 421 deletions

View File

@@ -1262,15 +1262,15 @@ static void editing_panel_deflectors(Object *ob)
if(ob->pd) {
uiBlockBeginAlign(block);
uiDefButS(block, TOG|BIT|0, B_DIFF, "Force field", 10,160,150,20, &ob->pd->forcefield, 0, 0, 0, 0, "Object center attracts or repels particles");
uiDefButF(block, NUM, B_DIFF, "Strength", 10,140,150,20, &ob->pd->f_strength, -100, 100, 0, 0, "Strength of force field");
uiDefButF(block, NUM, B_DIFF, "Fall-off", 10,120,150,20, &ob->pd->f_power, 0, 10, 0, 0, "Falloff power (real gravitational fallof = 2)");
uiDefButF(block, NUM, B_DIFF, "Strength", 10,140,150,20, &ob->pd->f_strength, -100, 100, 100, 0, "Strength of force field");
uiDefButF(block, NUM, B_DIFF, "Fall-off", 10,120,150,20, &ob->pd->f_power, 0, 10, 100, 0, "Falloff power (real gravitational fallof = 2)");
/* only meshes collide now */
if(ob->type==OB_MESH) {
uiBlockBeginAlign(block);
uiDefButS(block, TOG|BIT|0, B_DIFF, "Deflection",10,80,150,20, &ob->pd->deflect, 0, 0, 0, 0, "Deflects particles based on collision");
uiDefButF(block, NUM, B_DIFF, "Surface damping", 10,60,150,20, &ob->pd->pdef_damp, 0, 1, 0, 0, "Amount of damping during particle collision");
uiDefButF(block, NUM, B_DIFF, "Random damping", 10,40,150,20, &ob->pd->pdef_rdamp, 0, 1, 0, 0, "Random variation of damping");
uiDefButF(block, NUM, B_DIFF, "Permeability", 10,30,150,20, &ob->pd->pdef_perm, 0, 1, 0, 0, "Chance that the particle will pass through the mesh");
uiDefButF(block, NUM, B_DIFF, "Surface damping", 10,60,150,20, &ob->pd->pdef_damp, 0.0, 1.0, 10, 0, "Amount of damping during particle collision");
uiDefButF(block, NUM, B_DIFF, "Random damping", 10,40,150,20, &ob->pd->pdef_rdamp, 0.0, 1.0, 10, 0, "Random variation of damping");
uiDefButF(block, NUM, B_DIFF, "Permeability", 10,30,150,20, &ob->pd->pdef_perm, 0.0, 1.0, 10, 0, "Chance that the particle will pass through the mesh");
}
}
}