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Some progress: the grid, selection, wireframe, light gizmos, reverse Z-buffer, path-tracer/raster compositing and a few more bits. It's all coming back together.

22,576 views • 1 year ago •via X (Twitter)

8 Comments

Nate Morrical's profile picture
Nate Morrical1 year ago

Do you have any advice on how to handle occlusion when rendering a mix of gizmos and ray traced content? I’ve hit that issue recently with Imguizmo, and am itching to upgrade… but I’m not sure how gizmos should look when viewed through glass, behind objects, etc

Max Liani's profile picture
Max Liani1 year ago

I render manipulators always on top since it’s high chances the manipulator is inside the selected object. Other stuff, like spotlight cones, I pass the pathtraced depth buffer to the raster pipeline as a texture, then convert the fragment.z to depth and discard (or fade). That won’t handle refractions or fractional opacity of course.

HUDI's profile picture
HUDI2 years ago

Going multichain: which is the best chain to start?

SYNTHETICΛ's profile picture
SYNTHETICΛ1 year ago

Looks great

Pokemoon's profile picture
Pokemoon1 year ago

Can I ask if you will open-source this project?

Max Liani's profile picture
Max Liani1 year ago

With my current workload, not very likely.

Dawid Borkiewicz's profile picture
Dawid Borkiewicz1 year ago

Wish light manipulators looked that good in Solaris or Katana. Seeing the shape of a rectangular light spread is so useful yet never implemented in DCCs. And you even have round corners! Awesomeness

Max Liani's profile picture
Max Liani1 year ago

Cheers, it’s round corners because the rect light spot is a convolution of a cone over a rectangle, so I went for the exact shape instead of an approximation. Some use a super ellipses shape, which I don’t like when scaled: round corners are more elegant to me.

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