that's way too much effort compared to a texture vs texture. He is turning bitmap into paralax map with near the same quality as displacement at near the same computational cost of bump mapping...
that's way too much effort compared to a texture vs texture. He is turning bitmap into paralax map with near the same quality as displacement at near the same computational cost of bump mapping...
Have you used any - either Max+Fstorm or DECALmachine?
I did, wasn't impressed... and since, haven't find the use for it or a client wanting it yet.
Oh, & BTW one simply pulls the specific decal from the library, applies modifier and animates the move.
that's way too much effort compared to a texture vs texture. He is turning bitmap into paralax map with near the same quality as displacement at near the same computational cost of bump mapping...
Have you used any - either Max+Fstorm or DECALmachine?
I did, wasn't impressed... and since, haven't find the use for it or a client wanting it yet.
Oh, & BTW one simply pulls the specific decal from the library, applies modifier and animates the move.
Did you see any comparison between the bump and the new paralax bump in fstorm? You telling me this is not impressive?
lacilaci wrote: Wed Jan 22, 2020 2:29 pm
Did you see any comparison between the bump and the new paralax bump in fstorm? You telling me this is not impressive?
It is a fake and, like all fake techniques, it has draw backs (for instance the lack of shadows, it may have serious problems if seen trough mirrors and glasses, etc.). At the end of the day is always a trade-off: it may be good to have but you have to renounce to something.
Support LuxCoreRender project with salts and bounties
lacilaci wrote: Wed Jan 22, 2020 2:29 pm
Did you see any comparison between the bump and the new paralax bump in fstorm? You telling me this is not impressive?
Oh yeah, didn't even noticed it Corona has it like 2.5 dimensional displacement to save memory... and it saves quite a lot when you got detailed rocky & stoned architectural scene (is mighty helpful, as we tend to exaggerate with the luxurious matter)
Rendering transparent materials with a complex refractive index: semi-conductor and conductor thin layers
Abstract :
During physical simulation of light transport, we separate materials between conductors and dielectrics. The for-mer have a complex refractive index and are treated as opaque, the latter a real one and are treated as transparent.However, thin layers with a complex refractive index can become transparent if their thickness is small compared to the extinction coefficient. This happens with thin metallic layers, but also with many pigments that are semi-conductors: their extinction coefficient (the imaginary part of their refractive index) is close to zero for part of the visible spectrum. Spectral effects inside these thin layers (attenuation and interference) result in dramatic color changes.