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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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 10

Фото профиля AndrewD
AndrewD1 год назад

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

Фото профиля Damjan Minovski
Damjan Minovski1 год назад

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

Фото профиля norm
norm1 год назад

neat 😎

Фото профиля Stefanolezcano
Stefanolezcano1 год назад

🔥🔥🔥🔥🔥

Фото профиля Denis Karablev
Denis Karablev1 год назад

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

Фото профиля David Mcsween
David Mcsween1 год назад

Does this use the Eevee point cloud object?

Фото профиля Damjan Minovski
Damjan Minovski1 год назад

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

Фото профиля SamHatesUnicorns🔶
SamHatesUnicorns🔶1 год назад

TEACH ME

Фото профиля Massimo
Massimo1 год назад

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

Фото профиля Damjan Minovski
Damjan Minovski1 год назад

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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