Commit Graph

210 Commits

Author SHA1 Message Date
0060be6603 More render stuff:
- added 'Mapping to" channel "RayMirror", to control mirror with texture
- fixed bug in using mirror-rgb as texture channel... this is cumbersome
  because it is abused by Envmap in a not nice way. Fixing the abuse will
  cause compatibility errors, which can be fixed when we up release # to
  2.32.

- added "Translucency", which is nothing else than allowing another
  shading pass for the backside of a face (with normal inverted). This
  is interesting for all kinds of situations where you want light from
  behind to 'shine through'. Also works to reduce dark areas in
  unlighted parts of rendering transparent faces. Light from behind on
  transparent red window should make it glowing some, right?!
- added texture channel for this as well

- Reorganized Material Panels to reveil some consistancy where buttons
  can be found. Not perfect yet, but at least all options for Shaders and
  options for Mirror & Transparency now are together.
  This gives some space in Shader Panel for nice expansion.
2003-12-19 15:23:12 +00:00
efa0a97dfb - removed an old optimization line from code, which caused stenciling
with multiple bump-mapping channels not to work
2003-11-25 18:45:05 +00:00
b7debeb792 Updated so that Default Vars button will reset envmap data, if it exists.
doesn't do object its tied to but does everything else for envmaps
now. (clipsta, depth, etc...)

Kent
2003-11-07 21:03:58 +00:00
cf18d4431a Fixed my blunder with Default Vars button.
It was causing plugins not to accept changes to buttons.
Now it works correctly, defaults are set only when you press the button.

Kent
2003-11-06 22:07:41 +00:00
063205cc51 - <blush> forgot to delete an old line:
if(R.mat->septex) break;
  this caused the new per-channel switching only to work with 2 textures!
2003-10-23 09:38:10 +00:00
6963bd3947 - material editor: each texture channel can be individually switched,
instead of the old 'septex' which only showed the active one

- rendering: the 'stencil' option now works to stencil out normals as well

(special requests from our manual master, s68)
2003-10-22 18:58:46 +00:00
d8955d1b33 - Recursive environment map render
Multiple environments now can be rendered in one pass. Previously the other objects with environment maps didn't show up in a reflection. Like this:
http://www.blender.org/bf/dep.jpg

By default, Blender renders now this result:
http://www.blender.org/bf/dep0.jpg

For a further 'recursive ray-tracing effect' you can give each EnvMap texture a higher "Depth" value. Here is a result with depth set at '2':
http://www.blender.org/bf/dep2.jpg

Related new options:
- in (F10) DisplayButtons, environment map rendering can be turned on and off.
- in EnvMap texture buttons you can free all environment maps
- Environment map sizes are also reduced with the (F10) 'percentage' option.

Tech note: with this commit the VlakRen struct has on *ob pointer!
2003-09-23 21:05:51 +00:00
1458560f6d The last of the blenkernel files with translated comments 2003-04-26 13:07:59 +00:00
d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00