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#shader #pseudokleinian #fragment #godrays #watersurface #volumetriclighting #fragmentarium
Published: 2017-01-18 08:08:03 +0000 UTC; Views: 903; Favourites: 23; Downloads: 12
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Description
PseudoKleinian3.frag by and renderer toowater surface based on Terrain.frag
more play with volumetric light along with reflections and DoF
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Comments: 23
YuryKyssa [2017-06-09 08:41:47 +0000 UTC]
Стеклянно-кристалично-воздушно-волюметрическая картинка!
👍: 0 ⏩: 1
C-JR In reply to YuryKyssa [2017-06-16 10:23:20 +0000 UTC]
Хотел сделать водоём в закрытом пространстве чтоб внутри не было света, но снаружи сквозь несколько отверстий он попадал внутрь )
👍: 0 ⏩: 0
Sabine62 [2017-01-19 21:08:44 +0000 UTC]
Wonderful!
And great reflection of VL! Did you just delete the line Knighty gave?
👍: 0 ⏩: 1
C-JR In reply to Sabine62 [2017-01-20 06:48:34 +0000 UTC]
thank you!
Just "right" camera position ) Not found solution yet (see )
Tried to found by myself... in ptLightGlow3 function i disabled t=clamp(t,0.00001,1.); there are changes, but not so good
👍: 0 ⏩: 1
Sabine62 In reply to C-JR [2017-01-20 10:30:06 +0000 UTC]
It is really only cam position, I think
But to find the answer... You like challenges
👍: 0 ⏩: 2
C-JR In reply to Sabine62 [2017-01-20 12:58:40 +0000 UTC]
Or this construction for extremely perfect reflexions (too slow...)
#group Height_Fog
#ifdef KN_VOLUMETRIC
uniform int GR_QualIter; slider[1,1,5]
#endif
for(int j=0;j
}
👍: 0 ⏩: 1
Sabine62 In reply to C-JR [2017-01-20 16:19:35 +0000 UTC]
GR_Qualiter=5 :} And yes, a bit slower, but not so much as I feared!
👍: 0 ⏩: 1
C-JR In reply to Sabine62 [2017-01-20 18:16:33 +0000 UTC]
besides quality it's increases amount and power of rays. To see effect 1:1 (just quality ) i decreased SpotLight and HF_Scatter when GR_Qualiter>1
Looks fantactic with water surface, but very slow for my gpu
👍: 0 ⏩: 0
C-JR In reply to Sabine62 [2017-01-20 12:40:42 +0000 UTC]
Hi again ) Can you try this? looks more better, but this the solution is doubtful i think
- colfogglow += ptLightGlow1(prevPos, curPos);
colfogglow += ptLightGlow1(prevPos, curPos);
colfogglow += ptLightGlow3(prevPos, curPos);
www.fractalforums.com/index.ph…
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Sabine62 In reply to C-JR [2017-01-20 15:56:47 +0000 UTC]
colfogglow += ptLightGlow1(prevPos, curPos);
colfogglow += ptLightGlow3(prevPos, curPos);
Both enabled give best results I think, especially with HFConst =0 and HFIntensity>0
Not everywhere perfect but a lot better already!
Have a look here: sta.sh/2fscf5av71l
Both same settings, one with both lines enabled (ptlightGlow1 AND ptlightGlow3), the other with only prtlightGlow3.
The biggest difference you can see here:
👍: 0 ⏩: 2
C-JR In reply to Sabine62 [2017-01-20 18:20:17 +0000 UTC]
No no no ) I think the promlem in another things... So it's symptoms treatment. Need to find a cause. Maybe Knighty will help )
👍: 0 ⏩: 1
Sabine62 In reply to C-JR [2017-01-20 18:36:48 +0000 UTC]
I understand It's a step though, fighting symptoms
What I read from Lyceum and Knighty, maybe there is no real solution given the complexity of the problem...
MB3D cannot do reflected VL at all!
👍: 0 ⏩: 1
Sabine62 In reply to Sabine62 [2017-01-20 19:00:01 +0000 UTC]
MB3D really IS a bit of a sad program...
👍: 0 ⏩: 0
Sabine62 In reply to Sabine62 [2017-01-20 16:36:19 +0000 UTC]
And just for the fun because the GR_qualifier is so amazing and allows glow and softshadow (just normal reflections, but so nice ones!)
👍: 0 ⏩: 0