forked from bartvdbraak/blender
335ffb0ff3
Contrast helps to adjust IBL (HDR images used for background lighting). Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing. Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62. |
||
---|---|---|
.. | ||
CMakeLists.txt | ||
node_add_closure.osl | ||
node_attribute.osl | ||
node_background.osl | ||
node_blend_texture.osl | ||
node_blend_weight.osl | ||
node_brightness.osl | ||
node_bump.osl | ||
node_camera.osl | ||
node_clouds_texture.osl | ||
node_color.h | ||
node_convert_from_color.osl | ||
node_convert_from_float.osl | ||
node_convert_from_normal.osl | ||
node_convert_from_point.osl | ||
node_convert_from_vector.osl | ||
node_diffuse_bsdf.osl | ||
node_distorted_noise_texture.osl | ||
node_emission.osl | ||
node_environment_texture.osl | ||
node_fresnel.h | ||
node_fresnel.osl | ||
node_gamma.osl | ||
node_geometry.osl | ||
node_glass_bsdf.osl | ||
node_glossy_bsdf.osl | ||
node_holdout.osl | ||
node_hsv.osl | ||
node_image_texture.osl | ||
node_invert.osl | ||
node_light_path.osl | ||
node_magic_texture.osl | ||
node_mapping.osl | ||
node_marble_texture.osl | ||
node_math.osl | ||
node_mix_closure.osl | ||
node_mix.osl | ||
node_musgrave_texture.osl | ||
node_noise_texture.osl | ||
node_normal.osl | ||
node_output_displacement.osl | ||
node_output_surface.osl | ||
node_output_volume.osl | ||
node_sepcomb_rgb.osl | ||
node_sky_texture.osl | ||
node_stucci_texture.osl | ||
node_texture_coordinate.osl | ||
node_texture.h | ||
node_translucent_bsdf.osl | ||
node_transparent_bsdf.osl | ||
node_value.osl | ||
node_vector_math.osl | ||
node_velvet_bsdf.osl | ||
node_voronoi_texture.osl | ||
node_ward_bsdf.osl | ||
node_wood_texture.osl | ||
stdosl.h |