Jump to content
AndrewVK

Metacloud Raymarcher

Recommended Posts

PCloud is self-sufficient to store volume information for raymarcher.

It is not a theory...it is already done.

Capturing of V should not be a problem in this case...however I did not try to do it yet.

Share this post


Link to post
Share on other sites
A fog shader (aka Atmosphere Shader only has access to the current pixel colour I think. So at this (last) stage in the shading pipeline, I don't think it makes sense at all to try to access your point position as you're not shading geometry anymore.

+ what AndrewVK has said

- I've just tried to capture v atribte and print it to console

Share this post


Link to post
Share on other sites

mmm... If fog shader has Cf/Af/Of attributes only - why can it motion blur i3d texture then? Isn't it the same as having v atribute inside a fog shader? Or is it some kind of clever filtering?

Share this post


Link to post
Share on other sites

Actually i mean this workflow:

Render volume as separate layer and output captured V to deep raster....MBlur layer in COPs...compose it over bacground.

There is no other way. (except i3d of course)

Share this post


Link to post
Share on other sites
Actually i mean this workflow:

Render volume as separate layer and output captured V to deep raster....MBlur layer in COPs...compose it over bacground.

There is no other way. (except i3d of course)

damn. this is most unpleasant.

Share this post


Link to post
Share on other sites

sorry...russian language...

Фог в мантре это не самостоятельный шейдер...это только модификатор сурфшейдера.

Вольметрик не может существовать без какой либо поверхности позади нее.

То что ты видиш волюметрик без геометрии на заднем фоне это всего навсего фича мантры

которая подставляет невидимый куб по размерам фарклипа камеры. Эту фичу можно отключить

в виндовых энвиронментах...непомню названия переменной...

Мантра не умеет блурить фог...она умеет блурить движняк геометрии а потом поверх

накладывать фог. У и3д есть есть фича для блурения....но это захардокоденая фич которая

к мантровскому блуру не имеет никакого отношения.

Так что с и3д в этом плане особых проблем не возникает.

Проблемы начинаются когда ты пытаешся описать волуметрик чем либо отличным от и3д...

Вот тут без блура в композе не обойтись.

Share this post


Link to post
Share on other sites

Thanks Andrew for explanation, now it makes sense.

- For all the rest - I can translate Andrew's post - he explains the mechanics of mantra motion blur and why it is impossible to blur fog shader as it is.

Share this post


Link to post
Share on other sites

Hey madjestic, i'm wondering if you can translate that for us, really wondering more about this shader

Share this post


Link to post
Share on other sites

There you go, Ratman et all:

Fog shader in mantra is not a self-consistent/independent shader

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×