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Author Topic: Simple PathTracer with volumectic light  (Read 10399 times)
Description: montecarlo renderer
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Crist-JRoger
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« on: August 23, 2017, 11:51:14 AM »

Found here https://www.shadertoy.com/view/Xtt3Wn
Now I try to adapt this shader for Fragmentarium. So it's not "real" montecarlo like Eiffie`s GI or SunSky by Syntopia, but very cool for interior renders and more or less faster. I'll post shader soon when put the code in order  roll eyes


* newIQPath.zip (12.67 KB - downloaded 492 times.)
« Last Edit: September 20, 2017, 08:26:52 AM by Crist-JRoger, Reason: file update » Logged

Sabine
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« Reply #1 on: August 23, 2017, 01:54:05 PM »

 shocked Cannot wait! smiley
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sabine62.deviantart.com
Crist-JRoger
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« Reply #2 on: August 25, 2017, 02:29:24 PM »

Okay  embarrass here it is. Need add speculars, soft shadows...
Run Menger to see. Please report if there are any errors.

« Last Edit: September 20, 2017, 08:27:51 AM by Crist-JRoger, Reason: go to 1st post for download frags » Logged

Sabine
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« Reply #3 on: August 25, 2017, 03:01:34 PM »

shocked shocked shocked Crist-JRoger!!!!!!!!  shocked shocked shocked
Shockingly beautiful smiley  Yes !! Repeating Zooming Self-Silimilar Thumb Up, by Craig
Will test asap!

PS Please post on DA? More fragm-users needed !! wink
« Last Edit: August 25, 2017, 04:13:20 PM by Sabine » Logged

sabine62.deviantart.com
Sabine
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« Reply #4 on: August 25, 2017, 04:45:34 PM »

Had some runs and found some glitches, but might also be me  embarrass

- Reflections of material do not seem to work
- Bokeh settings seem to do nothing
- Black or white dots on some renders (see below)

BUT from what I can see, it's looking good already!

Any chance for 3D spotlight, ambient light colour, camlight plus colour, and nice AO... and and and..? and then it would no longer be a simple shader  grin grin grin
I am sorry, I get all greedy when I see something looking so great wink

Will let you know if I find more things not yet working well





* 1-11.jpg (187.85 KB, 640x360 - viewed 1032 times.)
* 1-11.frag (2.68 KB - downloaded 516 times.)
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sabine62.deviantart.com
Crist-JRoger
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« Reply #5 on: August 25, 2017, 05:28:15 PM »

- Reflections - did you set Mat_ReflExp =1?

- Bokeh works, check attach on your PC  smiley

- Dots... i see on your picture, but fragment looks clean on my Radeon  huh? So I will see why you have this artifacts. How many subframes on your render?


upd.: Something wrong with texturing. I'll fix it. Thank you!

* IQPath__TESTS.zip (27.83 KB - downloaded 507 times.)

* IQPath_Bokeh_TEST-01.jpg (87.29 KB, 674x451 - viewed 1024 times.)

* IQPath_Bokeh_TEST-02.jpg (82.07 KB, 674x451 - viewed 1033 times.)
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Crist-JRoger
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« Reply #6 on: August 25, 2017, 05:30:41 PM »

shocked shocked shocked Crist-JRoger!!!!!!!!  shocked shocked shocked
Shockingly beautiful smiley  Yes !! Repeating Zooming Self-Silimilar Thumb Up, by Craig
Will test asap!

PS Please post on DA? More fragm-users needed !! wink
embarrass need to test, to test and... to test  wink 
And I think need ask permission from Inigo Quilez  afro
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Sabine
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« Reply #7 on: August 25, 2017, 05:35:15 PM »

Just tested some more, now reflection works fine!  embarrass So, that was me in error! ;}

I hope he says Yes! wink
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sabine62.deviantart.com
Crist-JRoger
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« Reply #8 on: August 25, 2017, 05:37:14 PM »

black dots.. replace 178 string to
Code:
if(UseTexture)surfaceColor+=clamp(texcube(DeTex, pos*DeTexScale, nor ).xyz,0.0,1.0)*DeTexExposure;
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Crist-JRoger
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« Reply #9 on: August 25, 2017, 05:42:55 PM »

 praying GLSL gurus  praying where are you? Does this renderer have a right to exist? My knowledge is not enough for make full renderer with all basic functions.
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3dickulus
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« Reply #10 on: August 26, 2017, 03:35:42 AM »

Very nice work CJR !!! simply by existing it has earned the right to exist wink

I get lots of warnings at compile, varying deprecated etc. etc. I have made a few adjustments as I have learned that #version 400 does not cover the entire fragment, the line must also be in the vertex part and in the buffershader (vert and frag), also the sampler that uses tex.jpg should be initialized with an image that is in the distribution, like texture.jpg, and altered after loading by applying a preset, in the Default preset is good, so that when it compiles initially there are no errors but a warning will still be seen if the user doesn't have the texture you set in the Default preset.
hopefully that makes sense? frags attached smiley

edit: IQ's shadertoy code is License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 you can review your obligations at the link

* 400Compat_IQPath.zip (9.11 KB - downloaded 496 times.)
« Last Edit: September 21, 2017, 02:02:26 AM by 3dickulus » Logged

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                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Crist-JRoger
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« Reply #11 on: August 26, 2017, 09:29:04 AM »

3dickulus, I have no warnings  huh? With or without version declare. I noticed that wanghash doesn't runs on intel gpu without declaring of version.
I didn't set any texture path to preset to avoid unnecessary warnings. But it's trifles.

Any artifacts on nvidia?
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3dickulus
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« Reply #12 on: August 26, 2017, 05:42:37 PM »

No artifacts, I have just now done a few tests on the zip I posted, with no clamp at lines 177 and 178 and no black dots after 1000 subframes cheesy

Before the changes I made to the files in the zip I posted above...
Code:
Tried path: ./Downloads/CJR/tex.jpg
Tried path: ./Fragmentarium/Examples/Include/tex.jpg
Could not resolve path for file: tex.jpg
9 locked variables: X,Y,Z,R,CycleColors,Cycles,RayBounces,RaySteps,MaxDepth
Tried path: ./Downloads/CJR
Tried path: ./Fragmentarium/Examples/Include
Could not resolve path for file:
Setting texture to:
Camera: Use W/S to fly. 1/3 adjusts speed. Q/E rolls. Click on 3D window for key focus. See Help Menu for more.
Created front and back buffers as RGBA32F
Maximum texture size: 16384x16384
Fragment shader compiled with warnings: Fragment info
-------------
0(176) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(177) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(178) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(179) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(180) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(181) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(186) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(187) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(188) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(189) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(190) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(329) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(382) : warning C7533: global variable gl_FragColor is deprecated after version 120

Not a valid texture: Fragmentarium/
Compiled script in 41 ms.
Found 'Default' preset. Executing...

After these changes...
Code:
Added texture: DeTex -> ./Fragmentarium/Examples/Include/texture.jpg
9 locked variables: X,Y,Z,R,CycleColors,Cycles,RayBounces,RaySteps,MaxDepth
Setting texture to: ./Fragmentarium/Examples/Include/texture.jpg
Camera: Use W/S to fly. 1/3 adjusts speed. Q/E rolls. Click on 3D window for key focus. See Help Menu for more.
Created front and back buffers as RGBA32F
Maximum texture size: 16384x16384
Compiled script in 42 ms.
Found 'Default' preset. Executing...

I will look at inserting the #version line from user frag (main window code editor) into vertex and fragment parts of main shader and buffer shader before sending code to GPU so that user only has to specify #version once , should warn if conflict. If DE.frag or 3D.frag or BufferShader.frag already have #version then the highest #version will be the minimum required. Using the compatibility flag will also take care of some conflicts.

again... excellent work  A Beer Cup


edit: I have fixed up FragM's parser to to automatically add #version from user fragment to the vertex shader so it only needs to be specified once and both parts, fragment and vertex use it.
« Last Edit: September 21, 2017, 02:03:37 AM by 3dickulus » Logged

Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Crist-JRoger
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« Reply #13 on: August 27, 2017, 12:37:21 PM »

Thank you very much  smiley
Another one, 2000 subframes. Some broken shadows...

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3dickulus
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« Reply #14 on: August 27, 2017, 09:23:09 PM »

Nice to see some activity in this area smiley I have added code to FragM for putting #version line from fragment into vertex code, user just adds one line at the top of DE and Buffershader files.  Not on github yet but very soon wink
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?
Here is a 500 subframes image and fragment(s)...


* CJR-IQPath.jpg (205.04 KB, 1920x1080 - viewed 1042 times.)
* CJR-IQPath_Files.zip (8.93 KB - downloaded 503 times.)
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Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
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