CompuServe Thread

#Release 2 Raytracing?

5 messages in this thread
#11711From: buck crowleyApr 5, 1992 11:31 AM
About raytracing. Your approach is really teriffic on shadows, and reflections…..but refractions ? Think about a clever way to solve refractions. TNX Buck
#11719From: Yost GroupApr 5, 1992 4:05 PM
We've actually come up with a very interesting way to simulate refractions as much as possible with a Phong-shading renderer. Release 2 of 3DS has a new feature in the materials editor called Transparency Falloff. This allows you to set the transparency of an object based on the angle of incidence between the surface normal and the camera. For example, if you have Trans Falloff set to 100% OUTSIDE on a sphere, the border of the sphere would be 100% transparent because those surface normals are facing 90-degrees away from the camera. If you set it to 100% INSIDE, the center of the sphere would be 100% transparent and the border of the sphere would be 100% opaque. This technique doesn't allow optical refractive effects, but it DOES let you simulate atmospheres, glass opacity effects, soap-bubble type materials and many more complex transparent objects. It's extremely effective, and alot of fun to experiment with. Plus, of course, it's MASSIVELY faster than raytracing. And when you've got to meet deadlines and do multiple itterations on a project, you need the speed. Even for stills if you're rendering large images for print. Speed is speed. Time is money. And deadlines are deadlines. – G
#11735From: buck crowleyApr 5, 1992 8:39 PM
Thanks for the hint on Falloff in r2. I'm looking forward to getting r2. To produce refractions, it seems to me you could use a projection technique like you use now for shadows and reflections…Map the scene that would be shown through-the-front-surface, to the front surface. Produce a spherical virtual surface added to the front surface. The spherical parameters are related to the distance from the front to the back of the object. I mocked this up a few weeks ago to simulate refraction on a fish tank. I made a .flc by masking the scene, blocking with an unlit front wall. I then projected it on a warped front surface. It was too tedious to get perfect, I should have Morphed the front mesh. It also would probably be easier on a symetrical object. BUT it was going in the right way. TNX Buck
#11751From: Yost GroupApr 5, 1992 10:36 PM
Interesting idea. You might also try putting a bump map on a transparent surface. The transparency will be "perturbed" by the bump and it'll help to create a refractive illusion. – G
#11905From: Aaron WeintraubApr 7, 1992 6:00 PM
That's what I forgot to ask about! Refractions! I was wondering about how to simulate something like that. Even simple glass is hard to make without refraction. Upping the trasparency of the material just doesn't cut it. It looks kinda like it's just fading away into air, instead of like glass. Aaron