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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 次观看 • 1 年前 •via X (Twitter)

10 条评论

AndrewD 的头像
AndrewD1 年前

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 的头像
Damjan Minovski1 年前

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 的头像
norm1 年前

neat 😎

Stefanolezcano 的头像
Stefanolezcano1 年前

🔥🔥🔥🔥🔥

Denis Karablev 的头像
Denis Karablev1 年前

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

David Mcsween 的头像
David Mcsween1 年前

Does this use the Eevee point cloud object?

Damjan Minovski 的头像
Damjan Minovski1 年前

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

SamHatesUnicorns🔶 的头像
SamHatesUnicorns🔶1 年前

TEACH ME

Massimo 的头像
Massimo1 年前

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

Damjan Minovski 的头像
Damjan Minovski1 年前

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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