Refraction for CaLight
Does CaLight already support refraction? I di not find anything on the site..
Project Status: Code architecture definition
6 Programmers, 1 Photographer, 1 Architect, 1 Game designer
6 Programmers, 1 Photographer, 1 Architect, 1 Game designer
Re: Refraction for CaLight
At this time, no.
Given the low-frequency nature of lighting in CaLight, and the small angles involved with refraction (i.e. changing the direction in which light rays propagate as a result of refraction), it also doesn't seem very useful?
Given the low-frequency nature of lighting in CaLight, and the small angles involved with refraction (i.e. changing the direction in which light rays propagate as a result of refraction), it also doesn't seem very useful?
Best regards,
Carsten
Carsten
Re: Refraction for CaLight
I thought about realism including underwater caustics and refraction in models with "Glass" Texture... That's why I asked... So I myself think it would be useful in some cases.
Project Status: Code architecture definition
6 Programmers, 1 Photographer, 1 Architect, 1 Game designer
6 Programmers, 1 Photographer, 1 Architect, 1 Game designer
Re: Refraction for CaLight
I would think you would do those with a shader and projected textures
Re: Refraction for CaLight
I agree with Scott
I thought about realism including underwater caustics and refraction in models with "Glass" Texture.
Usually caustics are just a kind top down projected animated texture (as this requires a fast response real calculation is out of the question)
Some texture generators can produce animated caustic textures ...
usually this would be combined with a slope based transition so it fades off on steep angles (to prevent odd distortions)
For refraction of glass and other transparent surfaces you need access to the framebuffer \ render to texture function in order to distort\manipulate the current view.
CaLight is only for static light maps and can not provide any information that requires a constant view-dependent update.
I thought about realism including underwater caustics and refraction in models with "Glass" Texture.
Usually caustics are just a kind top down projected animated texture (as this requires a fast response real calculation is out of the question)
Some texture generators can produce animated caustic textures ...
usually this would be combined with a slope based transition so it fades off on steep angles (to prevent odd distortions)
For refraction of glass and other transparent surfaces you need access to the framebuffer \ render to texture function in order to distort\manipulate the current view.
CaLight is only for static light maps and can not provide any information that requires a constant view-dependent update.
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