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Author Topic: Simple PathTracer with volumectic light  (Read 1636 times)
Description: montecarlo renderer
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3dickulus
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« Reply #15 on: August 28, 2017, 01:28:58 AM »

@CJR off topic but here's a tip wink

When using textures the defaults are usually ok but there are options for tweaking how textures are handled...

min = 1.0 = no filter
max = 16.0

this pic is labeled as subframes.anisotropy


so for better quality....
Code:
uniform sampler2D DeTex; file[texture.jpg]
#TexParameter DeTex GL_TEXTURE_MAX_LEVEL 1000
#TexParameter DeTex GL_TEXTURE_WRAP_S GL_REPEAT
#TexParameter DeTex GL_TEXTURE_WRAP_T GL_REPEAT
#TexParameter DeTex GL_TEXTURE_MAG_FILTER GL_LINEAR
#TexParameter DeTex GL_TEXTURE_MIN_FILTER GL_LINEAR_MIPMAP_LINEAR
#TexParameter DeTex GL_TEXTURE_MAX_ANISOTROPY 16
Why so many lines to get one thing done? when user specifies a texture parameter the defaults are not used so user must specify all parameters.
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                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Crist-JRoger
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« Reply #16 on: August 28, 2017, 08:32:52 AM »

I was also playing with rand wanghash stuff to see if it could resolve faster, cleaned up a little bit of code re:MathUtils.frag , seems to work?
As you wish. I just want add all rands funcrions into one place.
For now i trying add speculars... any help?  roll eyes
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Crist-JRoger
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« Reply #17 on: August 28, 2017, 10:10:52 PM »

ok, some specs... but looks not so good as I wish  cry  The sun looks like little flashlight. Somrthing wrong in code  head batting
Attached zip with fragments.
 

* IQPath_Spec_test.bmp Files.zip (9.21 KB - downloaded 70 times.)
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3dickulus
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« Reply #18 on: August 29, 2017, 01:57:46 AM »

just testing with mandelbulb formula, I find that high iterations of MB cause black dots sad so clamp is needed  embarrass as in...
Code:
if(UseTexture)surfaceColor+=clamp(texcube(DeTex, pos*DeTexScale, nor ).xyz,0.0,1.0)*DeTexExposure;

imho : specular-ness results from surface hardness and surface reflectivness so if the math is right Material->Refl and Material->ReflExp should effectively create a specular surface huh?

Edit: added burning-bulb, seems specular to me?


* specular.png (109.75 KB, 384x216 - viewed 225 times.)

* secularBB.png (61.64 KB, 384x216 - viewed 232 times.)
« Last Edit: August 29, 2017, 02:08:09 AM by 3dickulus, Reason: added burning-bulb » Logged

Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Crist-JRoger
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« Reply #19 on: August 29, 2017, 08:23:37 AM »

Too small renders!  wink
Reflect is reflect, specular is specular. Do not confuse. When refl parameter is too high, I agree, it looks like specs. But material like metal could not be reflected (in certain cases) and could has high spec patameter with hith specExp. For example, brushed stainless steel.
And all of that gives more properties of material.

Black dots... yes, need check on hard fractal or hard settings with a lot of iterations or high detail...
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Sabine
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« Reply #20 on: August 29, 2017, 10:54:16 PM »

@Crist-JRoger Here too!! Tested your latest version, and get lots of black or white dots again (and they were so nicely vanished with the clamp added in ln 178!)  cry
When I replaced your newest raytracer version with previous in the zip you posted up here, dots are gone crazy eyes
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« Reply #21 on: August 31, 2017, 04:34:40 PM »

 shocked This pathtracer is fantastic! Whatever I try with it looks much better than before


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sabine62.deviantart.com
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« Reply #22 on: August 31, 2017, 06:14:40 PM »

I'm very glad )
So, fractals with Kali's palette coloring will looks interesting i think  roll eyes  Need to try it  roll eyes
Now i play with SunSky, and it's most beautiful renderer for Fragmentarium. Fixed some black dots on my Radeon. Maybe it deserves new topic...




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Sabine
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« Reply #23 on: August 31, 2017, 07:01:08 PM »

yesyes, new topic:) I will try it here too, let's see what sunsky does on nvidia wink But I hope you will also keep looking at newiqpath?
« Last Edit: September 10, 2017, 10:45:35 PM by Sabine » Logged

sabine62.deviantart.com
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« Reply #24 on: August 31, 2017, 11:18:35 PM »

I'll do my best  smiley
Recently i noticed (among other things) that SunSky renderer has perfect shadow code. I dreamed about this  roll eyes here
Now how it looks in SunSky, very realistic shadow blur

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Sabine
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« Reply #25 on: September 01, 2017, 10:08:21 AM »

 shocked shocked shocked

Ohh yes, I remember you asking how that could be done with these realistic shadows! Very cool!
This weekend I will try sunsky:)

And I am glad you won't forget the wonderful newiqpath! wink
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Tim Emit
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« Reply #26 on: September 01, 2017, 10:30:30 PM »

Great work on this Crist ... Lovely images all. Only managed to have a quick peek but it looks very useable look forward to trying it out ..thanks as ever : )

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Crist-JRoger
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« Reply #27 on: September 11, 2017, 04:25:04 PM »

Good render Tim!
Now I tested some closed fraclal scenes without any sky or spotlight access inside. So too dark! Need some CamLight or Abmient light inside the odject.
This renderer takes light only from background and spot light. Too bad I think. I have no idea how add camlight and save AO  cry
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Tim Emit
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« Reply #28 on: September 19, 2017, 07:49:57 PM »

thanks Crist..yes only light from outside so very dark interior, only a little light seeping in and at such an intensity as to almost burns : ) .. but still a very nice effect.
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Crist-JRoger
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« Reply #29 on: September 20, 2017, 08:36:32 AM »

Attached new frags to 1st post. Updates:
- added floor with rotate
- added materials for every object like GI, see vec2 map(in vec3 z) function
- better de and shadows
- separate colors for background and ambience

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