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  1. #41
    Member Akira_San's Avatar
    Join Date
    Aug 2004
    Location
    Bulgaria
    Posts
    1,859
    Shaders are faster, when they are cached. that means, that you gonna have to add the shader to the sourcecode or (c++ and glsl part.)
    anime, manga, blender3d



  2. #42
    Hello! i used a bunch of code from this project and made some screen space raytraced global illumination in the bge.

    raytraced.png

    Also: glossy reflection using a Cook-Torrance BRDF

    glossy_01.png

    No importance sampling just yet but i'll get to work on it when i get the time. (i will probably switch over to the Blinn BRDF, which already has simple expressions for importance sampling).



  3. #43
    I've been having some fun learning to derive all of the formulas used in importance sampling. And even though this particular filter is becoming useless soon, i think it was worth it; it was hell of a lot of fun.

    By the way, you have to add three properties to the object to which you add this filter: a float called "roughness" (use the range -1 to 1), a float called "reflectance" (use the range 0 to 1) and an integer called "rays" (1 or higher should be fine).

    Anyways. New shiny update. I hope someone manages to get some use out of this.



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