Commit cc17c6c6 authored by Sebastian Eichelbaum's avatar Sebastian Eichelbaum

[CHANGE] some parameter tunings

parent 8e15beaf
...@@ -152,9 +152,9 @@ void WMImageSpaceLIC::properties() ...@@ -152,9 +152,9 @@ void WMImageSpaceLIC::properties()
m_useDepthCueing = m_advancedLicGroup->addProperty( "Depth Cueing", "Use depth as additional cue? Mostly useful for isosurfaces.", m_useDepthCueing = m_advancedLicGroup->addProperty( "Depth Cueing", "Use depth as additional cue? Mostly useful for isosurfaces.",
false ); false );
m_3dNoise = m_advancedLicGroup->addProperty( "Use 3D noise", "Use 3D noise? This provides better coherence during transformation of " m_3dNoise = m_advancedLicGroup->addProperty( "Use 3D noise", "Use 3D noise? This provides better coherence during transformation of "
"the geometry but might introduce resolution problems.", false ); "the geometry but might introduce resolution problems.", true );
m_3dNoiseRes = m_advancedLicGroup->addProperty( "3D Noise Resolution", "The 3D noise is of 128^3 pixels size. This scaler allows " m_3dNoiseRes = m_advancedLicGroup->addProperty( "3D Noise Resolution", "The 3D noise is of 128^3 pixels size. This scaler allows "
"modification of this size.", 3.0 ); "modification of this size.", 1.5 );
m_3dNoiseRes->setMin( 1 ); m_3dNoiseRes->setMin( 1 );
m_3dNoiseRes->setMax( 10 ); m_3dNoiseRes->setMax( 10 );
......
...@@ -147,7 +147,7 @@ void main() ...@@ -147,7 +147,7 @@ void main()
// is the vector very orthogonal to the surface? We scale our advection according to this. // is the vector very orthogonal to the surface? We scale our advection according to this.
float dotS = abs( dot( v_normalObject, vec.xyz ) ); float dotS = abs( dot( v_normalObject, vec.xyz ) );
// scale down the vector -> the more it "comes out of the surface, the shorter the vector". // scale down the vector -> the more it "comes out of the surface, the shorter the vector".
vec2 dotScaled = ( 1.0 - dotS ) * scaleMaxToOne( vecProjected ).xy; vec2 dotScaled = smoothstep( 0.0, 1.0 , 1.0 - dotS ) * scaleMaxToOne( vecProjected ).xy;
gl_FragData[0] = vec4( vec2( 0.5 ) + ( 0.5 * dotScaled ), light, noise3D ); gl_FragData[0] = vec4( vec2( 0.5 ) + ( 0.5 * dotScaled ), light, noise3D );
} }
......
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