Orange bramch:
New diffuse shader, "Fresnel", which using existing fresnel formula. Since it hilights edges (away from lamp), nice to fill darker parts with the new layering system. Weird stuff though; http://www.blender.org/bf/0001_0040.avi (Movie disappears in a couple of days!) Note; for ray-shadow you need to use the Bias, to prevent 'terminator' problems. I made that option default now.
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@@ -818,6 +818,7 @@ static void shade_lamp_loop_preview(ShadeInput *shi, ShadeResult *shr, int pr_la
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if(mat->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(shi->vn, lv, shi->view, mat->roughness);
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else if(mat->diff_shader==MA_DIFF_TOON) is= Toon_Diff(shi->vn, lv, shi->view, mat->param[0], mat->param[1]);
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else if(mat->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(is, shi->vn, shi->view, mat->darkness);
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else if(mat->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(shi->vn, lv, shi->view, mat->param[0], mat->param[1]);
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// else Lambert
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inp= (shi->refl*is + shi->emit);
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