jonp Posted May 3, 2013 Share Posted May 3, 2013 (edited) A lot of participating media have different effective opacities depending on wavelength, but it seems hard to marry this with the single density parameter on uniform volume objects. Should I compute an average value from my shader's density, absorption and scattering parameters and set the vm_volumedensity as that? Something doesn't seem right about it. Edited May 3, 2013 by jonp Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted May 3, 2013 Share Posted May 3, 2013 I think you're referring to spectral rendering where the renderer takes into account the wavelength rather than RGB values. Mantra doesn't do this as far as I know but there are some renderers that do like Maxwell from Next Limit. It would be a cool feature in Mantra though! Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted May 3, 2013 Share Posted May 3, 2013 Hmmm, maybe it can be done in Mantra. I just saw this after looking around some for my own curiosity. http://www.sidefx.com/index.php?option=com_content&task=view&id=1240 Quote Link to comment Share on other sites More sharing options...
jonp Posted May 4, 2013 Author Share Posted May 4, 2013 Sorry I mixed my terms... you can sort of think of R,G,B as red green and blue wavelengths, each with their own variable opacity... in the real world the "density" of a material is constant across colors since it's a separate measurement, but visually the opacity can change depending on the color. Quote Link to comment Share on other sites More sharing options...
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