Would ray traced caustics just being the refraction applied when tracing the light through a translucent object? Because then it would be super easy to add, because everything it needs is already implemented. Anyways, I started preparing the uniform grid stuff. I'll generate the necessary texture using blueprints and…
So I was thinking about the acceleration structure. I also made some initial tests. After all, I don't think uniform grid is a horrible idea for ray marching. I have something in mind, kinda like there is a float2 volume texture grid. and it holds start and end coordinate for a 2d texture containing object lists (objects…
Found a cool way to have real time performance with many sdf shapes. -Make a data texture out of placeholder objects from the scene. Store type, position, size. -Bake all primitives into a volume texture in one pass, by looping through the data texture. Store sdf or more... -Sphere trace the volume texture This way, all…
I also figured, culling of static objects that exists in the textures when using the uniform grid method, happens automatically! Because your rays will only hit cells with objects in front of you along their path. I also think that the uniform grid isn't bad with ray sphere marching, because it doesn't have the downside of…
Hi. I sample the 3d noise material node. This will work on a per object base in the future so different noises with different settings could be addes to subobjects.
I also got some different stuff to share. Remember the sdf modeler from the top of this page? I'm revisiting this project, and I have a lot of now stuff to share actually. Its basically a complete rework, so it has different features, some of the orignal ones are missing, but i have some new ones. The most recent update is…
Ray marching GI experiment... Its the skylight from the earlier posts but it got bounces and it picks up some color. It isn't physically accurate, but its a step forward. Also got a system working where you drag and drop an actor into the level and a new sdf shape automatically gets added to the shader, and you can set…
The above mentioned acceleration structures for those who are interested and not familiar with them: https://en.wikipedia.org/wiki/Bounding_volume_hierarchy https://en.wikipedia.org/wiki/Octree https://en.wikipedia.org/wiki/K-d_tree Some of these could accelerate complex sphere traced scenes too, because you could reduce…
That is some weird shit... I added a mesh with a material utilizing distancetonearestsurface, and now the post process works as long as that mesh is on the screen. How did you get around the pixelation of the global sdf when you move the objects around in the scene? Increasing the mesh sdf res doesn't help.