Hi Robert, you are right, and probably that is the best approach. How would you approach the coalescing of drops? I am aware of papers of "properly" doing it as well. However, I took the fastest approach :-) ... Tried that in Modo based on some modeling tutorial and now trying to mimic it into real-time. Don't care about the physic that much, and to make it accurate, just to make it as soon as possible with some good visual.
In Modo it works in a way you model few drops and you morph them as they run across the screen, and also the models are fired on the screen with particle effect choosing random models and positions. This is what I am trying to mimic. The results visually are great, and I can agree with you it is not the best approach, but let see how far I get. At the moment I am worrying only about performance. So for the first run I am to learn about the techniques of instancing etc. that's why I have asked for the simple case of rendering spheres, At the end I am not going to have spheres but some other geometries, maybe even your suggested textured quads. also want to ask the community, specially those with advanced GLSL skills, if someone can rewrite the vertex program into GLSL example, please email me Nick On Mon, Dec 2, 2013 at 7:02 PM, Robert Osfield <[email protected]>wrote: > Hi Nick, > > On 2 December 2013 15:18, Trajce Nikolov NICK < > [email protected]> wrote: > >> I have to model rain drops on wind shield, and not aligned to screen but >> in 3d. I have set of rain drop "models" from Modo and looking around for >> the best approach to get these models randomly placed in 3D on a geometry >> (the wind shield) as many as possible. >> > > I wouldn't personally render rain drops with traditional geometry, rather > I'd try and create quads that are textured and using pixel shaders that do > motion blur and refraction effects that are required. On the wind shield > rain drops are only briefly round and will quickly coalesce with other > drops and then run across the screen with gravity and wind effects, here > sphere's wouldn't appropriate at all. > > Robert. > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- trajce nikolov nick
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