Originally posted by M.Max
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Unreal-like depth fade parameter for opacity (v-ray gpu)
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Originally posted by piotrus3333 View Postwhy not use just regular proper volumes? is it rendering that slow? mix of fog and aerial perspective I guess if we are talking mountains. how fast does it need to be?
Attached several examples. In the last work I tried to make dense, but slightly non-uniform fog with volume grid and noise textures, it is nice, but rendering too slow. https://www.artstation.com/artwork/VdXPDb
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It is not trivial at all for a raytracer.
Rasterizers have Z before the final render render starts (so they can use it for a number of things), raytracers can get to it only as they trace.
It would need something like a separate render (either from behind the plane, or without it) to be able to repro the stuff on the plane correctly.
My memory of late is playing tricks on me, so take this with a pinch of salt, but i recall some render engine that was able to render a second scene viewpoint to then remap it unto f.e. a tv screen in the scene, which was visible from the main render's viewpoint.
I can't recall if this was a realtime shader (highly likely. Which makes the info useless, as we're back to square 1) or a raytracer.
Any help figuring out what that was would be appreciated.
If they're just planar cards, though, you're likely much better off doing it in Nuke (or PS, albeit a bit more laboriously) exporting your depth and fiddling with it.
You'll have to fake shadows and such, but at least in nuke that can be done (with the help of pPos and such AoVs).Lele
Trouble Stirrer in RnD @ Chaos
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