View Full Version : finalrender state-1 new feature: dispersion
Array 02-17-2003, 07:10 PM im wondering how they implemented this, as photon mapping doesnt facilitate for this kind of effect (as well as polarization and interferance):
http://www.finalrender.com/products/feature.asp?UD=10-7888-35-788&PID=36&FID=350
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gruvsyco
02-17-2003, 07:18 PM
Looks pretty cool if not a little exaggerated on the examples.
BrandonD
02-18-2003, 12:26 AM
I dunno, it's some kind of optical simulation. You might ask the Splutterfish guys - it's been in Brazil 1.0 for a while ;)
qchan
02-18-2003, 12:53 AM
also the motion blur is really cool!
but when do we need it practically?
ThirdEye
02-18-2003, 12:55 AM
I hope they release it before Brazil rs 8 :D
dmaas
02-18-2003, 01:10 AM
You can do this with virtually any rendering algorithm. You just have to drop the assumption that the index of refraction is the same for all color channels. (and you probably want to render in more than three channels to avoid color aliasing).
Chris
02-18-2003, 01:11 AM
Originally posted by qchan
also the motion blur is really cool!
but when do we need it practically?
:wavey: how about, whenever you want to composite a fast moving CG object onto a live action background? Its one of the most important things in a renderer IMO - I'd pick it over dispersion/caustics/GI any day of the week... :)
Array
02-18-2003, 01:15 AM
Originally posted by BrandonD
I dunno, it's some kind of optical simulation. You might ask the Splutterfish guys - it's been in Brazil 1.0 for a while ;)
well, i have an idea as to how it might be APPROXIMATED using photon mapping. one can take the photons, split them into groups, change the color of each group, and then change the index of refraction of the photons pertaining to differant groups. you could get a nice dispersion effect like that if you set your ratios properly (ie how many photons per color, ior of the photons pertaining to that color). i know for a fact though that this type of phenomena can NOT be accurately SIMULATED via photon mapping.
edit: haha, dmaas beat me to it.
cozdas
03-08-2003, 02:59 PM
You can do it at home too if you like.
Since dispersion is caused by the fact that IOR of refractive objects depends on the wavelenght (ie color?!?), just give different IOR for different light colors and combine them.
I've done a small play test with -not photon mapping but- max's native refraction mapping and teh scanline renderer ;) open the attached max3 file, render the 6 frames (0..5) into a folder, open those images in photosop and combine them in layers with "screen" blending.
http://www.cuneytozdas.com/temp/max_native_dispersion.zip
http://www.cuneytozdas.com/temp/refrmap_dispersion.jpg
Although may not be very phyiscally correct, this is a very simple way of achieving dispersion. :wavey:
Reality3D
03-09-2003, 01:43 AM
http://www.cuneytozdas.com/temp/max_native_dispersion.zip ->correct link
Thx btw :)
cozdas
03-09-2003, 06:59 PM
ooops. thanks for the correction. This shows that I should double check the messages that I post just before going to bed. :rolleyes:
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