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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 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von AndrewD
AndrewDvor 1 Jahr

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

Profilbild von Damjan Minovski
Damjan Minovskivor 1 Jahr

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

Profilbild von norm
normvor 1 Jahr

neat 😎

Profilbild von Stefanolezcano
Stefanolezcanovor 1 Jahr

🔥🔥🔥🔥🔥

Profilbild von Denis Karablev
Denis Karablevvor 1 Jahr

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

Profilbild von David Mcsween
David Mcsweenvor 1 Jahr

Does this use the Eevee point cloud object?

Profilbild von Damjan Minovski
Damjan Minovskivor 1 Jahr

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

Profilbild von SamHatesUnicorns🔶
SamHatesUnicorns🔶vor 1 Jahr

TEACH ME

Profilbild von Massimo
Massimovor 1 Jahr

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

Profilbild von Damjan Minovski
Damjan Minovskivor 1 Jahr

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.

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