Jump to content

Volumetric Rendering


lisux

Recommended Posts

Hi guys

I have developed a couple of shaders for volumetric rendering.

One is an i3d shader that supports different types of noise, noise per point, z fog calculation, etc ...

voxelQueen.jpg

The other is a surface shader that implements an optimized version of the ray marching algorithm, supports differents filters, densities and step sizes for the ray march. The possibility to use extra channels created by voxelQueen in the 3d texture file like: voxel color and alpha. Drop shadows over other objects, and receive them too, and finally implements a simulation of the light absortion by gases, this optical property of the gases is the cause of theis colours for example.

Basically is a simplified multiscattering algorithm.

This is the interface:

voxelKing.jpg

This are two videos demostrating the results:

Explosion Compo

Explosion Particles

Please feel free to coment, critic, etc ...

Thanks

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...