lisux Posted July 21, 2005 Share Posted July 21, 2005 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 ... 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: This are two videos demostrating the results: Explosion Compo Explosion Particles Please feel free to coment, critic, etc ... Thanks Quote Link to comment Share on other sites More sharing options...
Andz Posted July 21, 2005 Share Posted July 21, 2005 That looks realy realy nice. Quote Link to comment Share on other sites More sharing options...
lisux Posted July 21, 2005 Author Share Posted July 21, 2005 That looks realy realy nice. 19704[/snapback] Thanks Andz for your comments. I want to make some optimizations to the shader and i hope i can put another test in two or three days. Quote Link to comment Share on other sites More sharing options...
DaJuice Posted July 22, 2005 Share Posted July 22, 2005 That looks really appetizing lisux! I will try it later and give some feedback. Quote Link to comment Share on other sites More sharing options...
addic3d Posted July 22, 2005 Share Posted July 22, 2005 Hello! Very nice effects! No comment! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.