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.
This commit is contained in:
2005-12-04 20:43:41 +00:00
parent 386ac3877a
commit dd1f6c649a
9 changed files with 35 additions and 20 deletions

View File

@@ -818,6 +818,7 @@ static void shade_lamp_loop_preview(ShadeInput *shi, ShadeResult *shr, int pr_la
if(mat->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(shi->vn, lv, shi->view, mat->roughness);
else if(mat->diff_shader==MA_DIFF_TOON) is= Toon_Diff(shi->vn, lv, shi->view, mat->param[0], mat->param[1]);
else if(mat->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(is, shi->vn, shi->view, mat->darkness);
else if(mat->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(shi->vn, lv, shi->view, mat->param[0], mat->param[1]);
// else Lambert
inp= (shi->refl*is + shi->emit);