mathieu Posted October 19, 2009 Share Posted October 19, 2009 (edited) I am trying to render scattering of light on a volume of particles. My first attempt was to scatter points on surface, transfering normal from that surface to points and using the wax shader from the material palette. For that I needed to generate a point cloud from my original surface using the SSS Sop.It seems to work (QT attached), but I have few questions in the case I would like to extend it to a volumetric scattering of points (through an isoOffset SOP of my scattering surface). Is it possible to pipe directly the scattered points without generating PC files ? I guess I need to precompute a ptarea attribute as did the SSS sop, but I would like to know if the ptarea attribute is the min distance between bunch of sampling points in a given radius. For alternative methods, I found this interesting papers : http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html http://developer.download.nvidia.com/compute/cuda/sdk/website/projects/smokeParticles/doc/smokeParticles.pdf Mathieu SSS_POINTS.mov Edited October 19, 2009 by mathieu Quote Link to comment Share on other sites More sharing options...
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