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Fractal Art => Movies Showcase (Rate My Movie) => Topic started by: Alon Nahary on November 24, 2016, 12:53:13 PM




Title: Radioactive Mushrooms - Morphing 3D Fractals in Ray Tracing
Post by: Alon Nahary on November 24, 2016, 12:53:13 PM
Rendered by my Julia3D software, ray tracing mode, couple of minutes a frame.

https://www.youtube.com/watch?v=SecFyoLM27g


Title: Re: Radioactive Mushrooms - Morphing 3D Fractals in Ray Tracing
Post by: Alon Nahary on November 25, 2016, 12:03:29 PM
More from this clip:


Title: Re: Radioactive Mushrooms - Morphing 3D Fractals in Ray Tracing
Post by: Alon Nahary on November 25, 2016, 12:04:41 PM
More from this clip:


Title: Re: Radioactive Mushrooms - Morphing 3D Fractals in Ray Tracing
Post by: Alon Nahary on November 25, 2016, 12:06:01 PM
More from this clip:


Title: Re: Radioactive Mushrooms - Morphing 3D Fractals in Ray Tracing
Post by: M Benesi on November 25, 2016, 03:48:28 PM
  Good job on the shadows in your raytracer.  <-- seems like I'm saying this a lot recently.  What's up with all the good hard shadows???


Title: Re: Radioactive Mushrooms - Morphing 3D Fractals in Ray Tracing
Post by: Alon Nahary on November 25, 2016, 10:04:43 PM
Thanks!

I'll explain what I do:
For each ray I send from the camera location, I check if it hit the shape or hit the floor. In both cases, I send another ray towards the light. If this ray is blocked by the shape I get a shadowed point.

In addition, each pixel is checked for ambient occlusion. Old school, not too many shortcuts. For the quality in this clip I send 500 rays in random directions from each point, and measure how many are blocked by the shape or the floor.

At the end of the frame I smooth only the floor pixels. Three passes of smoothing gave me the best results; remove the noise and hard edges of the shadow, but still preserve the details.