Title: For Jesse, article about raytracing and stuff Post by: DarkBeam on November 05, 2011, 10:43:17 PM I think this can be very helpful, also a section about blobs.
codermind.com/articles/Raytracer-in-C++-Depth-of-field-Fresnel-blobs.html Fresnel part is for refractive materials like glass :) Title: Re: For Jesse, article about raytracing and stuff Post by: Jesse on November 06, 2011, 12:38:59 AM Nice article, the fresnel stuff is simple from the math, so this is not the current problem :dink:
The DEcombinate with overlap is shabby, not blobby enough... i guess (is this the point :crazyeyes: ) Title: Re: For Jesse, article about raytracing and stuff Post by: DarkBeam on November 06, 2011, 09:52:35 AM Nice article, the fresnel stuff is simple from the math, so this is not the current problem :dink: The DEcombinate with overlap is shabby, not blobby enough... i guess (is this the point :crazyeyes: ) But I like the nonlinear one. The linear probably needs a fixup? :dink: Title: Re: For Jesse, article about raytracing and stuff Post by: LMarkoya on November 06, 2011, 03:42:45 PM Jess...are you actually contimplating adding a materials choice to the program??? Perhaps as a post process? From there materials could possibly be added by color selection
That would be pretty wild, but way ambitious Title: Re: For Jesse, article about raytracing and stuff Post by: Jesse on November 06, 2011, 05:18:59 PM But I like the nonlinear one. The linear probably needs a fixup? :dink: Then it's ok, the linear is just an extra option, maybe used less often. If i find a more interesting one i might change it in the future. Jess...are you actually contimplating adding a materials choice to the program??? Perhaps as a post process? From there materials could possibly be added by color selection That would be pretty wild, but way ambitious I could imagine something in this direction, but you have always keep in mind that the rendering is a bit different than in most 3d programs that renders on meshes. So it is not always easy to fix some textures on certain parts, for example. But some improvements are surely possible, when times come... |