[Bf-committers] Volumetrics Update

GSR gsr.b3d at infernal-iceberg.com
Mon Apr 21 20:13:24 CEST 2008


Hi,
echelon at infomail.upr.edu.cu (2008-04-21 at 1251.21 -0400):
> This weekend I implement , thanks to GSM, an interleave method for
> reducing banding effects on very tiny volumetrics surfaces
> I make a 16x16,32x32 lookup table and also took some time to code a fully
> random sampling rate (grainy effect)

Nice to see the idea was doable quickly. Could you post 300*240 crops
of the 1024*768 originals instead of scaling them down? That way
details would be easier to see.

>        How, could i determine the entry and leaving point of a ray in any
> object in blender? (Note that the same object could have holes,I
> heed the method to find the ray distance within each transition of
> the same object) may be this is a dumb question but i get confused
> with the render code. isec.start and isec.end will work on a single
> object scene, but on a multi object scene no, if someone could
> explaim me better the interiorities of the render design i could
> progress much faster

Blender does not know about solids, sadly. The issue was raised time
ago, about refractions and multiple IORs.

GSR
 


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