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Git Commits -> Revision 5219b56

Revision 5219b56 by Ton Roosendaal (master)
January 24, 2008, 15:03 (GMT)
Phase one of better masking support while rendering.

Problem: artist wants character to walk in grass, but still have all rendered
in seperate render-layers, for postpro effects and vblur. How to efficiently
create a mask image you can put *over* the character for the grass?

Solution has two parts; this commits allows any layer inside of the renderlayers
to become a Z-mask (Z values for solid gets filled in, but not rendered).

Second part of commit is render option "Only render stuff that's in front of
a zbuffer value that was filled in (saves render time)


Commit Details:

Full Hash: 5219b56e920bb6e133bcbca04a70a78d714b9b76
SVN Revision: 13387
Parent Commit: fcff2e0
Lines Changed: +21, -14

7 Modified Paths:

/source/blender/makesdna/DNA_scene_types.h (+4, -0) (Diff)
/source/blender/render/extern/include/RE_pipeline.h (+1, -1) (Diff)
/source/blender/render/intern/include/zbuf.h (+1, -1) (Diff)
/source/blender/render/intern/source/pipeline.c (+1, -0) (Diff)
/source/blender/render/intern/source/rendercore.c (+2, -2) (Diff)
/source/blender/render/intern/source/zbuf.c (+4, -2) (Diff)
/source/blender/src/buttons_scene.c (+8, -8) (Diff)
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