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Author Topic: Iteration Fog  (Read 562 times)
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Patryk Kizny
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« on: June 23, 2015, 05:17:15 PM »

Hey,

Mandelbulber3D has a cool feature called iteration fog.
It's a volumetric where the density of the fox and scattering is related to the iteration of the fractal and it wraps the fractal.
I wonder how could this be implemented in GLSL for Fragmentarium. Any thoughts?


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« Reply #1 on: June 23, 2015, 06:24:05 PM »

There is simple 'glow' effect in Fragmentarium where the glow is based on the number of ray step iterations taken (so something closer to the fractal use more iterations). I imagine this ray step iteration count is also used by M3D for fog density (though minimum DE distance would make more sense?)

However, it is not a participating media, and will not be light by any light sources, so it is quite boring.

For volumetric fog, take a look at this thread:
http://www.fractalforums.com/fragmentarium/updating-of-de-raytracer/
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