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Author Topic: updating of DE-Raytracer  (Read 14746 times)
Description: adding features in DE-raytracer: volumetric light, kaliset3d, clouds...
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Crist-JRoger
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« Reply #225 on: January 17, 2017, 11:06:04 AM »

Oh, no no no ) i specifically drew attention to this:

I'm not meaning that lightray will reflect from surface and goes again in space (it sounds fantastic for free soft). I mean just displaying ray on reflecting surface (1st and 3rd pictures on prev.post). But(!) sometimes lightrays not reflected (2nd pic). So, one reason that we see differents - camera was mooved or FOV was changed.
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lycium
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« Reply #226 on: January 17, 2017, 11:08:38 AM »

Ah sorry, should have paid more careful attention lips are sealed
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Crist-JRoger
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« Reply #227 on: January 17, 2017, 11:23:52 AM »

It's ok. So, that's why question to Knighty, he wrote this )  Based on Kali's vol.light, but he lost somewhere...
If you could sort out in DE-Kn2.frag, will be great )
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knighty
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« Reply #228 on: January 18, 2017, 12:04:05 PM »

It is very simple.  cheesy
There is a rather dumb "optimisation" that causes bright features to be not reflected at all: In DE-Kn*.frag, in color() function, about the end you have this test:
Code:
if (hitNormal == vec3(0.0) || dot(RWeight,RWeight)<0.0001 || lighthit || Ray.Pos>=MaxDistance) {//nothing hit or light hit or reflected light is too small
break;
}
The problem comes from:
Code:
... dot(RWeight,RWeight)<0.0001 ...
The solution should be to remove that condition or to set the right hand side to a (much) smaller value.
In some way, it is related to what lycium was explaining: It is very difficult (if possible) to say in advance how much light a ray carries.
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Crist-JRoger
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« Reply #229 on: January 18, 2017, 12:41:10 PM »

Code:
... dot(RWeight,RWeight)<0.0001 ...
Thank you! )
As i remember you wrote this for good reason. Black dots or some optimisations...
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Crist-JRoger
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« Reply #230 on: January 18, 2017, 05:51:07 PM »

Looked. Not helps. Maybe another reason for this behavior? Straight ray on first plane, but behind in reflection  :-
Attached frags.



* 2017-01-18_193818.jpg (86.5 KB, 488x504 - viewed 119 times.)
* gr_refl_issue.bmp Files.zip (17.45 KB - downloaded 62 times.)
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Crist-JRoger
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« Reply #231 on: January 20, 2017, 12:35:19 PM »

Found some way to go (maybe good results). Added line
Code:
colfogglow+=ptLightGlow1(prevPos, curPos);
here
Code:
#ifdef KN_VOLUMETRIC
if(HF_Scatter*(HF_Intensity+HF_Const)>0.){
vec3 colfogglow=vec3(0.);
for(int j=0;j<HF_FogIter;j++) {
colfogglow+=ptLightGlow1(prevPos, curPos);
colfogglow+=ptLightGlow3(prevPos, curPos);
}
col0+=colfogglow*1./float(HF_FogIter);//ptLightGlow1(prevPos, curPos);
}
#endif
So there is more rays on reflection, but still missed pieces (1,2) and excess rays too (3)
upd.: I think (3) it's a reflection on the ceiling  embarrass

upd.2: This looks better. Am i on a right way?  lips are sealed :- lips are sealed  huh?
Code:
colfogglow+=ptLightGlow1(prevPos, curPos);
colfogglow+=ptLightGlow1(prevPos, curPos);
colfogglow+=ptLightGlow3(prevPos, curPos);



* fixed...or.jpg (123.36 KB, 450x640 - viewed 121 times.)
* fixed...or.bmp Files.zip (17.57 KB - downloaded 65 times.)
« Last Edit: January 20, 2017, 01:36:24 PM by Crist-JRoger » Logged

knighty
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« Reply #232 on: January 20, 2017, 05:45:09 PM »

OK, sorry! my bad. It is a bug that was really hard to spot. Thank you for reporting it.
Code:
#ifdef KN_VOLUMETRIC
if(HF_Scatter*(HF_Intensity+HF_Const)>0.){
fogstrata=0;// <<<---- ADD THIS
vec3 colfogglow=vec3(0.);
for(int j=0;j<HF_FogIter;j++) colfogglow+=ptLightGlow3(prevPos, curPos);
col0+=colfogglow*1./float(HF_FogIter);//ptLightGlow1(prevPos, curPos);
}
#endif

"fogstrata" have to be set to 0 at each reflexion. Otherwise, in ptLightGlow3(p0,p1) the sample points won't be completely inside the segment (p0,p1).
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Crist-JRoger
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« Reply #233 on: January 20, 2017, 07:44:26 PM »

Thank you! Great render and nodody saw this bug until recently  embarrass
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Sabine
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« Reply #234 on: January 20, 2017, 07:53:30 PM »

 A Beer Cup A Beer Cup A Beer Cup

Thank you for solving this, Knighty, works like a charm now as far as I can see! And well-spotted, C-JR!
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sabine62.deviantart.com
Crist-JRoger
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« Reply #235 on: January 23, 2017, 09:04:53 AM »

Interesting effect when add random to hitNormal in reflection formula  smiley
 
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Tim Emit
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« Reply #236 on: January 24, 2017, 09:45:20 AM »

@ Crist  Someone dropped all their paper notes and those kindly god rays are lighting up where they are :  )
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Crist-JRoger
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« Reply #237 on: January 24, 2017, 11:28:49 AM »

Like this? )
Only vol.light and reflections

* Night.bmp Files.zip (17.63 KB - downloaded 57 times.)

* Night.jpg (111.46 KB, 600x400 - viewed 113 times.)
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3dickulus
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« Reply #238 on: January 28, 2017, 08:44:54 AM »

Icecapades?
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