Changelog:
* added dermis and epidermis media types.
* added basic medium type
* better spectral sampling of SSS
* fixed constant on Planck's formula
* removed sky gain
* Added scene pathname to window title
* Messed round with sky/sun model a little
* printing out line + column number on most scene file parse errors
* took out PANIC msg.
* added optional efficiacy_scale for rectangle and mesh lights.
------ How to use ------------
Use the epidermis and dermis media types like this:
Code: Select all
<medium>
<name>epidermis</name>
<precedence>2</precedence>
<epidermis>
<melanin_fraction>0.01</melanin_fraction>
<melanin_type_blend>0.25</melanin_type_blend>
</epidermis>
</medium>
<medium>
<name>dermis</name>
<precedence>3</precedence>
<dermis>
<hemoglobin_fraction>0.05</hemoglobin_fraction>
</dermis>
</medium>
<!-- example material-->
<material>
<name>outerboundary</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>epidermis</internal_medium_name>
</specular>
</material>
Basic media are now defined like this (note the introduction of the <basic> tag:
Code: Select all
<medium>
<name>uniform_medium</name>
<precedence>20</precedence>
<basic>
<ior>1.0</ior>
<cauchy_b_coeff>0.0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>0 0 0</rgb>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<uniform>
<value>2000</value>
</uniform>
</scattering_coefficient_spectrum>
<phase_function>
<uniform/>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
To use the efficacy scale element:
See http://en.wikipedia.org/wiki/Luminous_efficacy for some information and some example values.
Code: Select all
<rectanglelight>
<pos>1.4 1 2.6</pos>
<width>0.1</width>
<height>0.1</height>
<spectrum>
<blackbody>
<temperature>3500</temperature>
<gain>1</gain>
</blackbody>
</spectrum>
<efficacy_scale>
<power_drawn>150</power_drawn>
<overall_luminous_efficacy>17.5</overall_luminous_efficacy>
</efficacy_scale>
</rectanglelight>