I’ve been experimenting with realtime transparency (using GLSL, but Texture Face or multitexture works just as well) as a way to show pre-rendered volumetrics in realtime. This works very well with a really good framerate. However, there seems to be a directional dependence to the transparency. It’s probably better explained by the images… everything looks great from one direction, but viewed from behind things are not rendered correctly.
I’ve attached an example file, it only uses 1 texture to keep the file size down. Obviously this looks way more impressive using multiple images. I’m using Blender 2.49 but the effect is the same in 2.61.
Any thoughts would be hugely appreciated. I don’t keep up to date with Blender as much as I would like, so maybe there’s a better way to do this that I’ve missed.
VolumeExample.blend (266 KB)