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Showing results for tags 'fresnel'.
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Hello everybody, i'm finishing coding a small raytracer that run in sop using vex. one of those thing I always wanted to try to do myself. it store everything on points so no rasterization plane as the idea was to have all the rendering data accessible for later use as you would with any other attributes. it is some sort of an hybrid in the sense that it is correct enough to try to make things look good. it feature many BRDF shading models, photon mapping global illumination ( mathematically done the simple way but it work) and full recursive ray's tree splitting for reflections and refractions. Here a few videos showing some of the feature and a big part of them are already available for download as an OTL for the non commercial edition for everybody interested with the hope it can be helpful to anybody that never coded those things before like me, as I learned a lot during the way. here the videos: This one have been updated recently with lots of new clips showing improvements there and there And this one got th GI part of it with a little demo at the end. download link in the description area: Hope you enjoy, best alessandro
Jimbo55 posted a topic in General Houdini QuestionsHello, Will using a fresnel/refraction pass and using this in compositing, be faster than rendering the refraction in my beauty pass? My thought is yes, plus I will be able to control just how strong the refraction is in comp(nuke). Any advice would be appreciated. Thank you for your time. -Jim