tobspr / RenderPipeline

Physically Based Shading and Deferred Rendering for the Panda3D game engine
https://github.com/tobspr/RenderPipeline/wiki
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Feature request #38

Closed alabd14313 closed 7 years ago

alabd14313 commented 8 years ago

Hi! I have a question. Where is demos? and I have a feature request: 1 - Volumetric Fog 2- Area lights 3- Particle system (light sensitive and collision-detection) Thx

tobspr commented 8 years ago

Hi, you can find the demos here: https://github.com/tobspr/RenderPipeline-Samples (although the setup also asks to download them)

  1. Volumetric fog is already in in the latest version - the plugin is named volumetrics
  2. Basic support for spherical area lights is in, but not enabled yet - Area lights are definitely planned and on my todo list (Rectangle, Sphere and Tube area lights)
  3. Panda3D already has particle systems, although I'm planning to implement GPU based particle systems for the pipeline - also on my todo list :) This requires proper alpha blending first though.

I'll leave this issue open as a reminder for me for area lights and particle systems :)

alabd14313 commented 8 years ago

Here is Martins upitis area light setup in blender. I hope it help you:

area_lights_cornellbox_1.blend.zip

tobspr commented 8 years ago

Oh well thats nice! Will certainly help me out :)

alabd14313 commented 8 years ago

Do you want more shaders in blender?

tobspr commented 8 years ago

What kind of shaders did you think of?

alabd14313 commented 8 years ago

GLSL

tobspr commented 8 years ago

Well I was more thinking about the type of shaders, i.e. lighting, effects, etc :)

alabd14313 commented 8 years ago

Here you are. but I thanks from blender users: underWaterDistortionFilter.blend.zip river.blend.zip flameFilter.blend.zip Do you want more, Somethings like Cell shading, old film, water, material shaders and so on?

alabd14313 commented 8 years ago

Seasons light and weather: Demo_video

tobspr commented 8 years ago

Ah thanks - well for most things I already have a plan on how to implement them - Are there any particular effects (besides of the ones you mentioned) you are interested in getting them into the pipeline?

alabd14313 commented 8 years ago

I think about panda3d hive system and blender as an editor for panda (material and glsl). What do you think?

alabd14313 commented 8 years ago

One thing that confused me is a hardware independent gpu programming. Cuda is a constraint, whether openCL haven't a fixed implementation. I research more to find a solution.

alabd14313 commented 8 years ago

area-lighting-casting-point.zip

alabd14313 commented 8 years ago

I will find a solution for geometry and compute shaders...

tobspr commented 8 years ago

The render pipeline uses GLSL shaders, so its fine, thanks for the resources :)

tobspr commented 8 years ago

FYI, spherical area lights are supported now. I will implement rectangle and tube area lights as soon as I find time for it.

alabd14313 commented 8 years ago

Thank you very much! Good luck...

alabd14313 commented 8 years ago

Blender Candy branch, textured area lights: Video