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. |