Hi
Hi Karl
I also tried modelling an SDS cloud shape, then massively displace it
using coral like bumps. But this basically looks like crap with visible
black egdes and artifacts :(. Anyone know if displacement is
incompatible
with volumetric materials (volume properties)?
Could it be just a recursion depth problem?
Indeed it was. Can't believe I missed that one.
Oh, and have anyone tried to make selfshadowing volumetric shading?
Like a
cloud casting shadow on itself? Or becoming darker at the bottom because
less light reaches there?
Jyrki did some experiments some time ago - see RS web
gallery/Animations/Experimental.
The biggest problem with brute-force sampled self-shadowing is that
render time increases proportional to the square of sampling rate.
Increase sampling from 10 to 100 and render time goes up by a factor of
100 (hours instead of minutes).
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.
Karl