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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 次观看 • 1 年前 •via X (Twitter)

8 条评论

Nate Morrical 的头像
Nate Morrical1 年前

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 的头像
Max Liani1 年前

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 的头像
HUDI2 年前

Going multichain: which is the best chain to start?

SYNTHETICΛ 的头像
SYNTHETICΛ1 年前

Looks great

Pokemoon 的头像
Pokemoon1 年前

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

Max Liani 的头像
Max Liani1 年前

With my current workload, not very likely.

Dawid Borkiewicz 的头像
Dawid Borkiewicz1 年前

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 的头像
Max Liani1 年前

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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