rivoli Posted June 11, 2004 Share Posted June 11, 2004 i've just seen a couple of images by zeboxx on the splutterfish forum. it's problably something the fishes are working on for the next realise. those images look quite promising if someone is interested in volumetric/atmospheric light effects. here's the link: http://forums.splutterfish.com/viewtopic.php?t=3476&sid=70e68d6b51a1fe394ee292cd56ca43b2 Link to comment Share on other sites More sharing options...
Christopher Nichols Posted June 11, 2004 Share Posted June 11, 2004 Nice... volumetic caustics are not really hard to do... finalRender had it on the first release of stage 0... but they tend to be so expensive, they are unusable... if the fishes have released a "new" version of this, it must be way faster. I know they are very concerned with production ready products. I wonder... Link to comment Share on other sites More sharing options...
Craig Ramsay Posted June 11, 2004 Share Posted June 11, 2004 That looks very nice! I could do with something like that for a job that I will be starting soon Link to comment Share on other sites More sharing options...
rivoli Posted June 11, 2004 Author Share Posted June 11, 2004 if the fishes have released a "new" version of this, it must be way faster. I know they are very concerned with production ready products. I wonder... that was also my guess, i think it'll be something planned for the next major release, that is 2. Link to comment Share on other sites More sharing options...
ZeBoxx Posted June 11, 2004 Share Posted June 11, 2004 Hey guys, Just to nip this in the bud... Although volumetric caustics *may* find their way into Brazil r/s at some point, these are not them. See my post at the SplutterFish forums for more information. Best, Richard Annema Director of Client Relations SplutterFish, LLC Link to comment Share on other sites More sharing options...
ZeBoxx Posted June 11, 2004 Share Posted June 11, 2004 volumetic caustics ... tend to be so expensive, they are unusable Volumetric caustics can be made to be very fast, actually. Though this implementation is not, as it is actually 'receiving media' which means it doesn't use any of the simple hacks/assumptions that allow volumetric caustics to be very fast. The reason they are slow in current renderer implementations is because approaches such as raymarching are used. Often combined with volumetric photon maps or other techniques to build the volume. Link to comment Share on other sites More sharing options...
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