[REQ] Non homogenous absobtion medium

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Deus
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[REQ] Non homogenous absobtion medium

Post by Deus » Sat May 05, 2007 8:51 am

In my eternal strife for realism i would like to be able to render some transparent materials with some absorption (fog, smoke etc) and for that it would be nice to be able to have "interpolated" absorption values. Specifying a voxel field or similar with absorption at each vertex and interpolated values in between.

To my understanding this is not possible today but it would be most welcome :)

(I understand it involves some integral work etc but still it would be cool ;-) )

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CTZn
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Post by CTZn » Sat May 05, 2007 2:29 pm

Specifying a voxel field or similar with absorption at each vertex and interpolated values in between.
A particle based approach has been suggested already, for the same result (based on density of particles). Particles are more commonly shared amongst apps, unlike voxels.

Being used with 3d textures, I'm still waiting for these (blended) procedural babies for Indigo :)
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Deus
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Post by Deus » Sat May 05, 2007 2:55 pm

I know CTZn i took part of that discussion if you remember. What i would do is a simple fog from ground up with highest density fog at bottom and no fog at top with a clean fade in between. I dont want to use 5 giga particles I want to use one cube :P

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zsouthboy
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Post by zsouthboy » Sat May 05, 2007 2:58 pm

....

What about blend between two mediums, for that case, Deus?

Or does that not work? I can't remember.

Deus
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Post by Deus » Sat May 05, 2007 3:26 pm

No unfortunately not. I want a smooth interpolated transition.

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OnoSendai
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Post by OnoSendai » Sat May 05, 2007 5:44 pm

This is definitely on the TODO list :)

Deus
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Post by Deus » Sat May 05, 2007 10:33 pm

Good good :)

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CTZn
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Post by CTZn » Sat May 05, 2007 11:54 pm

I know CTZn i took part of that discussion if you remember.
Oh, ooops :mrgreen:
What about blend between two mediums, for that case, Deus?

Or does that not work? I can't remember.
Yes, sure zsouthboy... and how would you provide the volumetric data for the blend hehe... we're back to the starting point again :D

[edit] the precedence system is the best solution for now...
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Kram1032
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Post by Kram1032 » Sat May 05, 2007 11:57 pm

atm, just a really highpoly mesh could solve that, but noone will get it realistic, except using a generator, or something like that.

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