Infinite (-ish) Ray Traced Voxel Terrain | Godot

Поделиться
HTML-код
  • Опубликовано: 28 янв 2025

Комментарии • 15

  • @sjoerdev
    @sjoerdev 3 года назад +1

    Why are your reflective voxel scenes fully specular reflective? maybe make it so voxels can by only specular to a certain percentage.

    • @phoboss950
      @phoboss950  3 года назад

      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?

    • @phoboss950
      @phoboss950  3 года назад

      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.

    • @sjoerdev
      @sjoerdev 3 года назад +1

      @@phoboss950 just take the dot product of the normal and light direction as diffuse.

    • @phoboss950
      @phoboss950  3 года назад

      @@sjoerdev cool thanks!, Ill try it out.

    • @phoboss950
      @phoboss950  3 года назад

      @@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?

  • @MountainLabsYT
    @MountainLabsYT 5 месяцев назад

    Is there source for this?

  • @MountainLabsYT
    @MountainLabsYT 5 месяцев назад

    Source please?

    • @phoboss950
      @phoboss950  5 месяцев назад

      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