Open coderextreme opened 3 years ago
Important OpenGL optical dispersion article: https://taylorpetrick.com/blog/post/dispersion-opengl?hidden=true
If someone knows how to achieve the effect with PBR, let us know!
Physically Plausible:
Physicist constructed shader ($35):
https://blendermarket.com/products/universal-pbr-uber-shader
Potentially unrelated sound dispersion: http://web3d.org/pipermail/x3d-public_web3d.org/2017-July/007258.html
I think some tools use two values for a continuous range of IoR or dispersion. Discuss
Different materials transmission found here for glTF:
https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/ADOBE_materials_thin_transparency
https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_transmission/README.md
But neither support 3 or more channel chromatic dispersion. One wavelength of IoR, yes, so in principle, one could create 3 or more wavelengths.
We should check out how fresnel lenses work.
Blender Continuous Chromatic Dispersion found here: https://www.youtube.com/watch?v=lEPZ1IUkoB4
My project with 3 wavelengths of chromatic dispersion: https://playcanvas.com/project/370389/overview/the-blob-in-st-peters
So the goal would be either 1) use the Blender API to export glTF and X3D and add extensions to those standards, if current standards are not sufficient, and update all downstream code.
Or:
Convert the shaders in my project to X3D or glTF standards, even though they are very specific, and add imports to Blender.
Or:
Both