the vertex program from osgvertexprogram sample ;-) .. forgot to mention

Nick


On Mon, Dec 2, 2013 at 7:21 PM, Trajce Nikolov NICK <
[email protected]> wrote:

> 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
>



-- 
trajce nikolov nick
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to