Volume rendering:
* Use a slightly better (but still not exact) approximation for the view vector when pre-shading the light cache. This still doesn't give exactly the same results as non-light-cache shading, but it's better. Will investigate getting a better view vector when there's more time - or if anyone has a simple formula to derive shi->view from shi->co that would be great to hear about too :)
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@@ -984,7 +984,7 @@ void vol_precache_objectinstance(Render *re, ObjectInstanceRen *obi, Material *m
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for (z=0; z < res; z++) {
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co[2] = bbmin[2] + (voxel[2] * z);
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time= PIL_check_seconds_timer();
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i++;
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@@ -1012,6 +1012,9 @@ void vol_precache_objectinstance(Render *re, ObjectInstanceRen *obi, Material *m
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obi->volume_precache[2*res_3 + x*res_2 + y*res + z] = -1.0f;
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continue;
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}
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VECCOPY(shi.view, co);
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Normalize(shi.view);
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density = vol_get_density(&shi, co);
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vol_get_scattering(&shi, scatter_col, co, stepsize, density);
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