Volumetric scattering

Discussion related to the implementation of new features & algorithms to the Core Engine.

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Re: Volumetric scattering

Postby tomb » Mon Dec 20, 2010 2:53 pm

Very cool :) Looking to seeing this in action in renders!
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Re: Volumetric scattering

Postby paco » Mon Dec 20, 2010 4:34 pm

Nice work jeanphi! I'm also looking forward to using this :)
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Re: Volumetric scattering

Postby dougal2 » Mon Dec 20, 2010 5:18 pm

Only at 1.2 kS/px
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vol_caustic_disp.png
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Re: Volumetric scattering

Postby patro » Mon Dec 20, 2010 5:36 pm

damn! :o
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Re: Volumetric scattering

Postby J the Ninja » Mon Dec 20, 2010 6:34 pm

Check it out:

SSS.png


1 shader, 1 mesh. No mixes or inner shell stuff here. :)
-Jason

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Re: Volumetric scattering

Postby Lord Crc » Mon Dec 20, 2010 6:48 pm

Great work jeanphi!

I'm getting some compiler warning on windows though, courtesy of line 74 in volume.h:
Code: Select all
      primitive(&material, this, this) { }

it doesn't like that you're using "this" before the object is constructed (ie in the initializer list). I see nothing goes wrong here now, but since it's called from so many places it generates a fair amount of noise, and I think the warning is too important to silence overall. Any thoughts?
May contain traces of nuts.
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Re: Volumetric scattering

Postby neo2068 » Tue Dec 21, 2010 1:08 am

dougal2 wrote:Only at 1.2 kS/px

:shock: Great image!
i7 860, 16 GB RAM, NVIDIA Geforce GTX 560 + GTX 460, Windows 7 64bit, Blender 2.66
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Re: Volumetric scattering

Postby jeanphi » Tue Dec 21, 2010 3:15 am

Lord Crc wrote:Great work jeanphi!

I'm getting some compiler warning on windows though, courtesy of line 74 in volume.h:
Code: Select all
      primitive(&material, this, this) { }

it doesn't like that you're using "this" before the object is constructed (ie in the initializer list). I see nothing goes wrong here now, but since it's called from so many places it generates a fair amount of noise, and I think the warning is too important to silence overall. Any thoughts?

You could replace "this" with "NULL" I don't think it is used, it was just in case to make things more cleanly defined.

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Re: Volumetric scattering

Postby Eros » Tue Dec 21, 2010 7:52 am

Wow

looks like i need to do a OSX build and learn how to update LuxBlend2.5
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Re: Volumetric scattering

Postby jeanphi » Tue Dec 21, 2010 11:24 am

Hi,

I think I have something wrong in the math. I get unrealistic results with higher scattering coefficients, I've yet to isolate the bug.

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