Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

EEVEE shader-based screen-space point clouds. Done with displacement shaders – vertices expand in the shader. Feels as fast as pure GLSL. Distance scaling uses a power function for smoother falloff with depth. #b3d #blender

21,168 görüntüleme • 1 yıl önce •via X (Twitter)

10 Yorum

AndrewD profil fotoğrafı
AndrewD1 yıl önce

Is this from a photo? Or are you turning 3d objects into point clouds. If the second, whats the use case for this?

Damjan Minovski profil fotoğrafı
Damjan Minovski1 yıl önce

Yes: position pass + color = point cloud.. The point cloud is form an real-time VR art installation we made (more here: The model itself I made originally in the context of an artistic research project I was part of 10 years ago

norm profil fotoğrafı
norm1 yıl önce

neat 😎

Stefanolezcano profil fotoğrafı
Stefanolezcano1 yıl önce

🔥🔥🔥🔥🔥

Denis Karablev profil fotoğrafı
Denis Karablev1 yıl önce

How to archive this? ))) It takes obj vertices? can it fill volume?

David Mcsween profil fotoğrafı
David Mcsween1 yıl önce

Does this use the Eevee point cloud object?

Damjan Minovski profil fotoğrafı
Damjan Minovski1 yıl önce

Nope, mesh quads that are zero-sized, then expanded in the shader

SamHatesUnicorns🔶 profil fotoğrafı
SamHatesUnicorns🔶1 yıl önce

TEACH ME

Massimo profil fotoğrafı
Massimo1 yıl önce

cycles breaks with around 80M+ points, you think this can handle over 100M+?

Damjan Minovski profil fotoğrafı
Damjan Minovski1 yıl önce

eventually you run into hard RAM limits - in unity I can use geometry shaders to emit quads and optimized the attribute storage, but here in blender all is laid out in memory. Just tested on my macbook - around 40M it stops.

Benzer Videolar