Blender Git Loki
Git Commits -> Revision 46aac7b
August 23, 2009, 02:54 (GMT) |
* Volume rendering - z transparency This solves one of the last remaining hurdles for volume rendering. Previously it always used ray tracing to shade other objects inside or behind the volume. This meant that said objects would look aliased, unless you used Full OSA on the volume (which is slow!). As well as this, it meant that you didn't get a good alpha channel out of the volume to use for compositing, similar to ray refracting materials. This commit enables z transparency for volume materials. Although it can be potentially less physically correct, in most situations there's no difference, and you get the benefit of nice sampling for other objects and an alpha channel for compositing too. |
Commit Details:
Full Hash: 46aac7b4fc5456daf8faabd7e6f2e65832c96268
SVN Revision: 22713
Parent Commit: 8df1d6d
Lines Changed: +194, -165
6 Modified Paths:
/release/ui/buttons_material.py (+22, -0) (Diff)
/source/blender/makesdna/DNA_material_types.h (+0, -1) (Diff)
/source/blender/makesrna/intern/rna_material.c (+0, -5) (Diff)
/source/blender/render/intern/source/convertblender.c (+4, -3) (Diff)
/source/blender/render/intern/source/shadeinput.c (+6, -4) (Diff)
/source/blender/render/intern/source/volumetric.c (+162, -152) (Diff)
/source/blender/makesdna/DNA_material_types.h (+0, -1) (Diff)
/source/blender/makesrna/intern/rna_material.c (+0, -5) (Diff)
/source/blender/render/intern/source/convertblender.c (+4, -3) (Diff)
/source/blender/render/intern/source/shadeinput.c (+6, -4) (Diff)
/source/blender/render/intern/source/volumetric.c (+162, -152) (Diff)