three-eyed-games.com/2018/05/12/gpu-path-tracing-in-unity-part-2/ Oh, hi bud, I tried following this tutorial blog for that when I started. I didnt implement diffusion cause it looked expensive for my hardware. Say, I remember you mentioned that you dropped path tracing for ray tracing to get yours to work faster. How do you deal with diffusion in your renderer?
@@sjoerdev hmmm, I think Im doing something wrong. Shouldn't It work by adding the diffuse and specular together and multiplying the sum with the ray energy?
Why are your reflective voxel scenes fully specular reflective? maybe make it so voxels can by only specular to a certain percentage.
three-eyed-games.com/2018/05/12/gpu-path-tracing-in-unity-part-2/
Oh, hi bud, I tried following this tutorial blog for that when I started. I didnt implement diffusion cause it looked expensive for my hardware.
Say, I remember you mentioned that you dropped path tracing for ray tracing to get yours to work faster. How do you deal with diffusion in your renderer?
Plus, Im going to use this as a part of my hybrid LOD system. So, I think it won't matter too much from a distance, really.
@@phoboss950 just take the dot product of the normal and light direction as diffuse.
@@sjoerdev cool thanks!, Ill try it out.
@@sjoerdev hmmm, I think Im doing something wrong. Shouldn't It work by adding the diffuse and specular together and multiplying the sum with the ray energy?
Is there source for this?
Source please?
slr, I can't share the actual terrain project but what I can share is this:
github.com/19PHOBOSS98/GODOT--DDA_SDF_ACCELERATED_RAY_MARCHED_VOXELS