Studiolight: add rim lighting to the default light setup
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@ -375,7 +375,7 @@ BLI_INLINE void studiolight_evaluate_specular_radiance_buffer(
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static void studiolight_calculate_specular_irradiance(StudioLight *sl, float color[3], const float normal[3])
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{
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const float specular = 4.0f;
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const float specular = 1.0f;
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int hits = 0;
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copy_v3_fl(color, 0.0f);
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@ -400,16 +400,12 @@ static void studiolight_calculate_specular_irradiance(StudioLight *sl, float col
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studiolight_evaluate_specular_radiance_buffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], specular, normal, color, &hits, 0, 1, 2, -0.5);
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if (hits) {
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mul_v3_fl(color, specular / hits);
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}
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else {
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copy_v3_fl3(color, 1.0, 0.0, 1.0);
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}
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mul_v3_fl(color, 1.0/ M_PI);
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}
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static bool studiolight_load_irradiance_equirectangular_image(StudioLight *sl)
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{
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#if 1
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if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
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ImBuf *ibuf = NULL;
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ibuf = IMB_loadiffname(sl->path_irr, 0, NULL);
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@ -420,6 +416,7 @@ static bool studiolight_load_irradiance_equirectangular_image(StudioLight *sl)
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return true;
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}
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}
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#endif
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return false;
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}
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@ -748,12 +745,12 @@ void BKE_studiolight_init(void)
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sl = studiolight_create();
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BLI_strncpy(sl->name, "INTERNAL_01", FILE_MAXFILE);
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sl->flag = STUDIOLIGHT_INTERNAL | STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA;
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 0.0f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 1.5f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 0.8f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.05f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.2f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.1f);
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copy_v3_fl3(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.1f, 0.0f, 0.0f);
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BLI_addtail(&studiolights, sl);
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studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
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