Volumetric scattering

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

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Volumetric scattering

Postby jeanphi » Wed Dec 15, 2010 3:02 pm

Hi,

Just a heads up to tell you I'm mostly there. I just have to finalize the code for non homogeneous media and give a proper interface to access the new functionalities.
The new architecture potential is even higher than I expected. Once the ball will get rolling everything should fall nicely in place and bring many new features and possibilities at once.

Stay tuned, it's coming...

Jeanphi
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Re: Volumetric scattering

Postby dougal2 » Wed Dec 15, 2010 3:12 pm

Awesome work jeanphi, can't wait :D
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Re: Volumetric scattering

Postby neo2068 » Wed Dec 15, 2010 3:49 pm

Really great news!! :D
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Re: Volumetric scattering

Postby tomb » Wed Dec 15, 2010 5:26 pm

Excellent work :-D really looking forward to seeing this in action :geek:
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Re: Volumetric scattering

Postby Carbonflux » Wed Dec 15, 2010 7:56 pm

All good things, etc...

Great stuff, I never doubted this would emerge :)
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Re: Volumetric scattering

Postby Meelis » Thu Dec 16, 2010 1:15 am

So cool :)
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Re: Volumetric scattering

Postby jeanphi » Thu Dec 16, 2010 9:57 am

Hi,

I've pushed the core infrastructure. No scattering is available yet, at this stage it's more for you to test and check that there are no regressions (quality and speed wise). I've not yet converted the GPU rendering interfaces, I'll do so when the CPU interfaces are tested. They will probably change because I'm not satisfied with the inhomogeneous volumes handling.
If you want to prepare exporters for scattering support, it's going to be extremely simple. Scattering volumes will have a material attached to them so all you will have to do is embed a material selector in the volume configuration. I'm going to create a few materials specifically designed for scattering, but they'll obviously be available as standard materials too (and vice versa). Will be quite fun to play with I guess.

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Re: Volumetric scattering

Postby SATtva » Thu Dec 16, 2010 10:51 am

I thought we'll have a new type of volume in addition to the "clear" one, no?
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Re: Volumetric scattering

Postby jeanphi » Thu Dec 16, 2010 11:10 am

Hi,

Obviously yes, clear will remain as an absorption only volume but there are already more volumes available in the core, they aren't available as object volumes, but all volume regions could easily be made object volumes too.
My plan is to convert the various densities into 3D textures, that way you'll be able to use them for regular materials too (cloud volume might be an interesting one for sure).

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Re: Volumetric scattering

Postby jeanphi » Sun Dec 19, 2010 12:48 pm

Hi,

A new "scatter" material is available it has a Schlick phase function (very close to Henniey Greenstein). Parameters are "color Kd" and "float g", both texturable. It might be interesting to use mixed with a null material to simulate haze.

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