Real-Time refraction stuff

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Real-Time refraction stuff // Roundtable

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Post by robert // Oct 14, 2008, 4:58pm

robert
Total Posts: 609
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A little while ago I was trying to figure out real time refraction. Well I did it. Follow the link below to the video to hear my voice for the first time ever!:p I know my speech isn't very linear, but I just rushed it so I could get to sleep sooner.:o

Okay so that's not the focus, all I did was put a Render To Texture camera inside a sphere by outputting the sphere's ObjMatrix into the camera's OwnerMatrix then taking just the rotation values from a view camera, via script, and modifying the Render To Texture camera's coordinates accordingly. I used Noko's reflection/refraction bit and just exported the bitmap and made it the D3D thing. It was actually rather simple, and surprisingly effective. If anyone has a better solution though please do share as real-time reflection/refraction is something everyone is looking forward to.

Link to video:
http://vimeo.com/1970759

Post by Norm // Oct 15, 2008, 7:22am

Norm
Total Posts: 862
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Very cool use of trueSpace's abilities :)

Post by noko // Oct 15, 2008, 1:33pm

noko
Total Posts: 684
I do have a advance refraction shader which wasn't released with tS7.6, in the 7.6 release pages discussion on Caligari site you see it in action with a magnifying glass image and video. Plus Roman showed it also in Captain's blog with character with glasses. the shader allows refraction plus reflection if desired. It is advance but not too hard once one fools around with it. Also note it contains Parva's blending shader routines for an rather awesome combination of how light is passes through (simulated) in a material. As soon as I get a chance I will post it in the Garage section with small sample scene I made for it. This is something most folks probably would not be too interested in but can be fun for some though.
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