Jyrki did some experiments some time ago - see RS web
gallery/Animations/Experimental.
Mark , your 'Mill.avi' is just above Jyrki's cloud anim .
Nice Mill ! I didn't know you ever finished such a polished
collision detection anim .
Some nice anims on the gallery page to download . Seems
On Mon, 20 Feb 2006 09:15:44 +0100, studio [EMAIL PROTECTED] wrote:
Jyrki did some experiments some time ago - see RS web
gallery/Animations/Experimental.
Mark , your 'Mill.avi' is just above Jyrki's cloud anim .
Nice Mill ! I didn't know you ever finished such a polished
collision
The first attached image is showing the outside. The other has camera put
inside the cloud (using different settings also). I used 100 volume
samples, so rendertimes? Yes, there are rendertimes... So although it
looks good it's pretty unusable due to insane rendertimes
Remember Mark's
Jyrki did some experiments some time ago - see RS web
gallery/Animations/Experimental.
Vesa
Yes (hi Vesa) :
As I make mention in the Planetary Tutorial ...
http://rswiki.matthias-kappenberg.de/index.php/Planetary_Project_Tutorial
Jyrki did get the ball rolling with his volumetric cloud
Hello,
You say _brute-force_. Are there other methods that can be used? I know
the game industry is looking into approaches made available with DX10.
Then again, not sure if it deals with selfshadowing or just simple
volumetrics, haven't really looked into it.
I guess if you have any
On Sun, 19 Feb 2006 11:32:03 +0100, studio [EMAIL PROTECTED] wrote:
Jyrki did some experiments some time ago - see RS web
gallery/Animations/Experimental.
Vesa
Yes (hi Vesa) :
As I make mention in the Planetary Tutorial ...
On Sun, 19 Feb 2006 23:57:14 +0100, Vesa Meskanen [EMAIL PROTECTED]
wrote:
Hello,
You say _brute-force_. Are there other methods that can be used? I know
the game industry is looking into approaches made available with DX10.
Then again, not sure if it deals with selfshadowing or just