> for you guys seems like breathing to write a render engine!!!
Lucien, you should endeavor to get a basic rasterization structure working in
an Iop::Render subclass (or just Iop.)
Once you have a basic structure in place you can choose the method of primitive
intersection and shading at each p
Indeed Mitsuba look promising and very fast as well!
for you guys seems like breathing to write a render engine!!!
hmmm two hours you say, I'm lucky if i can write something within two years
ahah!
anyway thanks for the help, Ill dive into that and post if any questions or
issues arise.
cheers
On 26/03/13 08:58, Lucien FOSTIER wrote:
Hi Peter,
your an invaluable source of info, huge thanks!
No probs :)
I had already looked into pbrt and it seems to me that the last version,
being v2, support heterogenous volume with voxelgrid and so on.
Ill definitely have a look into mitsuba, bu
Hi Peter,
your an invaluable source of info, huge thanks!
I had already looked into pbrt and it seems to me that the last version,
being v2, support heterogenous volume with voxelgrid and so on.
Ill definitely have a look into mitsuba, but the huge plus for me with pbrt
is the amount of documen
The course notes from the siggraph production volumetrics course might be
another good starting point. There's a section on volume rendering with
code for doing the integration which is easily adapted to openvdb. Just
replace the trilerp call with a call to your openvdb sampler of choice.
You'll
On 25/03/13 15:12, Lucien Fostier wrote:
Hi Peter
thanks for the info,
i have already the book about physical based rendering, but not yet read
everything.
Seems full of good knowledge!
The tutorial code is indeed very usefull, even if Id loved to see the tutorial
explanation but the code i
Hi Peter
thanks for the info,
i have already the book about physical based rendering, but not yet read
everything.
Seems full of good knowledge!
The tutorial code is indeed very usefull, even if Id loved to see the tutorial
explanation but the code if full of comment anyway.
On sideline, Im
On 24/03/13 18:44, Lucien Fostier wrote:
Alright Jonathan,
most of what you describe is beyond my skillset but that's how you better
yourself I guess.
Any pointer about how to approach the implementation like a good book from your
point of view that might help me?
There's quite a bit of de
Alright Jonathan,
most of what you describe is beyond my skillset but that's how you better
yourself I guess.
Any pointer about how to approach the implementation like a good book from your
point of view that might help me?
Thanks
lucien
Envoyé de mon iPhone_
> So my goal is to create a open vdb reader for Nuke and be able to render it.
>
> If I understand you correctly, when you implemented volume renderer for Nuke,
> it wasnt ray marching stuff so only homogenous stuff can be rendered?
It did ray-march - the first volume renderer I wrote was a spe
Hi Jonathan,
who else than father of Nuke 3D system could answer me better :)
So my goal is to create a open vdb reader for Nuke and be able to render it.
If I understand you correctly, when you implemented volume renderer for
Nuke, it wasnt ray marching stuff so only homogenous stuff can be ren
Hi Lucien,
To my knowledge there's no vdb reader yet for Nuke. Houdini has just added vdb
support in their latest release.
I'm not sure about AtomKraft but the stock Nuke renderer certainly doesn't
support volume rendering.
I've written volume renderers at the last two facilities I've been at
Hi,
so nobody wants to share about volume inside of Nuke or no one see a use to
that?
cheers
L.
Envoyé de mon iPhone___
Nuke-dev mailing list
Nuke-dev@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/m
Hi,
lets say i want to read in openVDB volume inside Nuke and render it.
Would it be possible?
May I instance point primitive based on density and pass the vel attribute as a
point attribute?
thanks for any pointers to help.
Lucien
Envoyé de mon iPhone
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