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Return to Panda Features in Development
by rdb » Fri Mar 06, 2009 10:13 am
Hi all,
Aurilliance and me have been working on Volumetric Lighting in Panda. The algorithm we used is based on this one:
http://http.developer.nvidia.com/GPUGem ... _ch13.html
It's at the moment fully integrated into CommonFilters (and thus compatible with shader generator)
Some screenshots: (yes, taken in Panda)
Credit goes to aurilliance for sharing this beautiful shader with us
[size=0]suppress-screenshots[/size]
Last edited by rdb on Fri May 01, 2009 12:40 pm, edited 2 times in total.
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by aurilliance » Fri Mar 06, 2009 10:16 am
Credit goes to pro-rsoft for taking the time to get it working *properly*  .
For everyone's information, I'm throwing together a demo to show off the shader. You should be able to download it here in a few days max (depending on how much study I need to do  ).
-Aaron
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by SylHar » Fri Mar 06, 2009 10:25 am
impressive !
I'm eager to see what can be done with this
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by lethe » Fri Mar 06, 2009 11:07 am
Sweet, especially that it is in the common filters system:-)
How does it handle the light exiting the view/being just outside the view?
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by rdb » Fri Mar 06, 2009 11:12 am
Well, right now, the rays disappear once the sun is out of view. We'll need to find a solution for that.
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by birukoff » Fri Mar 06, 2009 12:16 pm
Amazing! Awesome! Great! Incredible!!!
PS:Does it also include shadows? I need shadows badly...
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by aurilliance » Fri Mar 06, 2009 12:36 pm
EDIT: My mistake, ignore this info and see below
As of 1.6 I believe there will be shadows in the auto shaders, and this effect is in the auto shaders atm. So yes, it should work with shadows in 1.6.
Last edited by aurilliance on Fri Mar 06, 2009 11:55 pm, edited 1 time in total.
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by rdb » Fri Mar 06, 2009 1:00 pm
Hmm, wishful thinking?  I don't think there will be shadows in 1.6.0, unfortunately. Maybe for a later release.
But to answer your question, birukoff, yes, since this is a postprocessing filter (and requires just one additional rendering pass, which is with all objects black, for occlusion) you will be able to use this with *any* kind of shader without any problems.
But this technique doesn't offer shadows itself, you do need a separate shader for that.
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by astelix » Sat Mar 07, 2009 6:05 am
jaw down here, outstanding teamjob - looks like I can't wait the upcoming Panda birth
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by rdb » Fri May 01, 2009 12:39 pm
How about correct occlusion on complex objects?

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by astelix » Fri May 01, 2009 3:04 pm
uber quality
is this achievable with 1.6.x then?
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by rdb » Sat May 02, 2009 12:39 am
Yep, since 1.6.0. The problem currently is that all reflecting light is also directed away from the sun, so in a bright scene that will get noticeable.
I've already solved this problem with a second occlusion pass (as shown in the screenshot) but it's still very hacky, so I'm looking for a way to cleanly integrate that.
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by radu » Tue Dec 08, 2009 2:10 pm
In launchpad, Volumetric Lighting is shown as "in progress" and seems to be the last thing to be solved before 1.7.0. Is that true or is this thread outdated?
and yes, I am impatient about 1.7.0  . it should be just around the corner, right? 
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by rdb » Tue Dec 08, 2009 3:37 pm
It's in already since 1.6.0, but I've been meaning to add some extra functionality for a long time now. Never got to doing it though.
But yeah, it's usable already. 
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by ditus » Tue Dec 29, 2009 5:08 am
wohaa , looks pretty nice!!!
is the idea of the lenov diing? no!
the aries is already on build 
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by morgul » Wed Jun 02, 2010 7:04 pm
Is there a sample, or tutorial for this?
I'd love to start playing with it, but haven't messed with shaders at all with panda yet.
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by croxis » Wed Jun 02, 2010 11:21 pm
Search for the demomaster thread, it has a couple samples.
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by rdb » Thu Jun 03, 2010 1:25 am
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