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  1. #13401
    Member DingTo's Avatar
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    Some quick test after latest updates.
    Click image for larger version. 

Name:	volume_new.jpg 
Views:	712 
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ID:	275133
    Blender developer (Cycles / User Interface)
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  2. #13402
    Meeting notes?



  3. #13403
    Moderator m9105826's Avatar
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    Meeting hasn't happened yet
    Long time 3D artist and member of the official Cycles Artists Module
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  4. #13404
    Woodcock?!? Lol



  5. #13405
    Member SynaGl0w's Avatar
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    Originally Posted by DingTo View Post
    Brecht started work on Volumetrics
    Oh boy!

    Might put a stop to my abuse of motion blur and make animations easier.
    One nerd to rule them all, One nerd to write them. One nerd to compile them all, And in the linker bind them.



  6. #13406
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    There are the meeting notes ;D
    http://blenderartists.org/forum/show...t-thread/page6

    - Brecht van Lommel has picked up development for Volume render, but will spend next week mostly on reviewing and bug tracker.
    What happened to the ubershader?



  7. #13407
    Member Craig Jones's Avatar
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    Originally Posted by Fishlike View Post
    There are the meeting notes ;D
    http://blenderartists.org/forum/show...t-thread/page6



    What happened to the ubershader?
    Wouldn't Volume be necessary before having an Ubershader? Liek that woudl be one of the options in the ubershader, right?



  8. #13408
    Member DingTo's Avatar
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    Probably it wouldn't be part of the ubershader. It's more for surface shaders I think.

    Anyway, Ubershader is not a priority right now. We aim for the bigger features first.
    If you want an ubershader right now, please use this one: http://blenderartists.org/forum/show...ome-and-Get-It!
    Blender developer (Cycles / User Interface)
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  9. #13409
    Originally Posted by DingTo View Post
    Some quick test after latest updates.
    Click image for larger version. 

Name:	volume_new.jpg 
Views:	712 
Size:	268.7 KB 
ID:	275133
    The situation is turning... foggy... love the volumetrics!



  10. #13410
    Member Ace Dragon's Avatar
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    Like usual, the volumetric implementation seems to be taking shape, it would be really nice if we can have a fairly complete implementation with support for things like the point-density texture for 2.7, even if it will be hidden behind the experimental feature set option.

    To note, one of the new things with the implementation (seen in the screenshot) that should make things a little easier is that Cycles will not expect the user to have an input into the surface property (it will just assume that the surface shader is transparent in this case).
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
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  11. #13411
    Member aermartin's Avatar
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    It's on my todo list to improve graphics card configuration for 2.70, to allow you to select individual cards and enable/disable them. This is not considered a bug at the moment however.
    from Brecht, yay! quite a bit to wait but yet hopeful. really need it.



  12. #13412
    Originally Posted by Ace Dragon View Post
    Like usual, the volumetric implementation seems to be taking shape....
    I see what you did there.



  13. #13413
    At last, i have waited this years. Volume is nr1 priority feature for Cycles. Good luck developers and please make miracle.
    Last edited by potska; 09-Dec-13 at 01:34.
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  14. #13414
    Member Indy_logic's Avatar
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    Originally Posted by Ace Dragon View Post
    Cycles needs volumetric rendering (slated for 2.70), render-time displacement, major optimizations, and (for some) baking yet, and then we can see that Cycles has largely made it into a true professional-level solution.

    Along with that and afterward would come those things that are the icing on the cake, Ptex support, microdisplacement, support for multiple strand primitive types in the same scene, more procedural texture nodes, improved bricks node with the ability to bevel the edges, wireframe node enhancements hat supports quads and Ngons, fake bevel node smart textures that can take geometry data into account, vector texture support, ect...
    Don't forget deformation motion blur Ace! :-)
    Have a look at my Latest WIP



  15. #13415
    Member Kai Kostack's Avatar
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    Looks like volumetrics doesn't support refractive caustics yet. I wasn't able to accomplish this effect:

    Name:  refcaust.jpg
Views: 1358
Size:  47.3 KB

    Is it still to come or am I doing something wrong?



  16. #13416
    Member William's Avatar
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    Another silly volumetric test, using Voronoi texture to simulate cheese.

    Volume + DOF.

    Shadow looks off though. Hmm..



    Click image for larger version. 

Name:	cheese.jpg 
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ID:	275348
    Visit my blog



  17. #13417
    Member J_the_Ninja's Avatar
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    Originally Posted by Kai Kostack View Post
    Looks like volumetrics doesn't support refractive caustics yet. I wasn't able to accomplish this effect:

    Name:  refcaust.jpg
Views: 1358
Size:  47.3 KB

    Is it still to come or am I doing something wrong?
    I doubt Cycles will ever do that efficiently, barring a different integrator showing up. You thought caustics on a surface were hard for path tracers? That's nothing compared to this.



  18. #13418
    Originally Posted by J_the_Ninja View Post
    I doubt Cycles will ever do that efficiently, barring a different integrator showing up. You thought caustics on a surface were hard for path tracers? That's nothing compared to this.
    Yes, that's a scenario where techniques like progressive photon beams will give you better results:
    http://zurich.disneyresearch.com/~wj...ogressive.html



  19. #13419
    Member Kai Kostack's Avatar
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    I was wondering since Storm's volumetrics had it working but it looks like it's only possible with his Bidirectional integrator implementation. Too bad.

    Click image for larger version. 

Name:	refcaust2.jpg 
Views:	30 
Size:	189.3 KB 
ID:	275367



  20. #13420
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    Originally Posted by skw View Post
    Yes, that's a scenario where techniques like progressive photon beams will give you better results:
    http://zurich.disneyresearch.com/~wj...ogressive.html
    wow this looks pretty amazing!
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