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Real Time refraction?
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Real Time refraction? // Tech Forum
Post by W!ZARD // Jul 25, 2008, 3:44am
W!ZARD
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I'm interested in a realtime shader that refracts like glass. I seem to remember reading somewhere that this was possible with 7.6. I've looked at the manual material regarding writing custom shaders and my head hurts!!
As a result of my research I've concluded that a realtime refracting shader is more than a couple of clicks away. If it's possible, or relatively simple then any pointers would be appreciated. |
Post by stan // Jul 25, 2008, 4:28am
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in 'material dx9' library there is a glass shader with refraction..I believe that's noko's handywork.
that would be just a few clicks away ;) |
Post by prodigy // Jul 25, 2008, 4:34am
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I believe that's noko's handywork.
Is noko's work :) |
Post by TomG // Jul 25, 2008, 4:44am
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No need to write it, or read about shader coding :) Just drag and drop it from the materials library. There are two, one is metal, one is glass, both written by David Bokon.
HTH!
Tom |
Post by W!ZARD // Jul 25, 2008, 5:25am
W!ZARD
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See this is what I love about trueSpace - just when you think something is really difficult it turns out to be far easier than you imagined - and you can't complain about the price either!!
Thanks for the input gentleman - I shall explore the new shaders at greater depth to find what I'm after. |
Post by noko // Jul 26, 2008, 10:33am
noko
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If you have any questions W!ZARD please let me know. I do have a transmission type shader in progress where a video demostration is currently on tS 7.6 intro page, basically simulating a magnifying glass in real time.
I will be posting this weekend, if all goes well an update to trueSpecial-Effects shader docs and examples. This shader you can make real time fire, smoke, snow, rain, star field moving etc.. works well in shared space too. |
Post by W!ZARD // Jul 26, 2008, 6:11pm
W!ZARD
Total Posts: 2603
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If you have any questions W!ZARD please let me know. I do have a transmission type shader in progress where a video demostration is currently on tS 7.6 intro page, basically simulating a magnifying glass in real time.
I will be posting this weekend, if all goes well an update to trueSpecial-Effects shader docs and examples. This shader you can make real time fire, smoke, snow, rain, star field moving etc.. works well in shared space too.
Yay! I'm drooling in anticipation Noko! Thanks.
I have a character who wears glasses and wanted a degree of diffraction to the material. I've got a nice result using the Shiny Metal shader but I was wondering... does the diffraction value used in the shader bear any relationship to real world diffraction index values where glass equals 1.4 (or thereabouts IIRC)?
I'm looking forward to fire and smoke too as I want to blow some things up!:D |
Post by noko // Jul 27, 2008, 4:06am
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Cool!
Now the refraction values I've found don't correspond exactly to normal refraction values with the DX refraction brick in tS. 1 normally means no refraction in like VRay and Lightworks, for DX brick 0 seems to be the starting point with ability to go negative as well. VRay and even lightworks are much more accurate in refraction values while DX is more of a visual cue or effect vice mathematical model mimicking real refraction. Oh yes, the tSpecial-E shader also uses refraction for bending.
Here is one of the tutorial scenes with Fire and Smoke. Basically a fire pit, some logs and of course fire and smoke :). Anyways I recommend using material pick tool to open up the tS-E (trueSpecial Effects) shader and fool around with the controls a little. Maybe confusing at first but once you get the feel for it then many different types of effects can be created way different then this sample. Turning on bloom also helps alot with this scene. The manual for 7.6 links to tSpecial-E shader docs which I am currently expanding on.
Much more on this later :D, so if anyone has questions please ask. Thanks |
Post by W!ZARD // Jul 27, 2008, 6:07am
W!ZARD
Total Posts: 2603
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Very cool! Big thanks Noko - I'll check this out. Thanks for info on refraction too - I'd pretty much figured this out through trial and error after my post but I appreciate the clarification.
Thanks again.:D |
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