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Old June 11th, 2004   #1 (permalink)
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Default brazil new features

i've just seen a couple of images by zeboxx on the splutterfish forum. it's problably something the fishes are working on for the next realise. those images look quite promising if someone is interested in volumetric/atmospheric light effects. here's the link:

http://forums.splutterfish.com/viewt...e292cd56ca43b2
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Old June 11th, 2004   #2 (permalink)
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Default Re: brazil new features

Nice... volumetic caustics are not really hard to do... finalRender had it on the first release of stage 0... but they tend to be so expensive, they are unusable... if the fishes have released a "new" version of this, it must be way faster. I know they are very concerned with production ready products. I wonder...
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Old June 11th, 2004   #3 (permalink)
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Default Re: brazil new features

That looks very nice! I could do with something like that for a job that I will be starting soon
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Old June 11th, 2004   #4 (permalink)
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Default Re: brazil new features

Quote:
Originally Posted by Christopher Nichols
if the fishes have released a "new" version of this, it must be way faster. I know they are very concerned with production ready products. I wonder...
that was also my guess, i think it'll be something planned for the next major release, that is 2.
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Old June 11th, 2004   #5 (permalink)
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Default Re: brazil new features

Hey guys,

Just to nip this in the bud...

Although volumetric caustics *may* find their way into Brazil r/s at some point, these are not them.

See my post at the SplutterFish forums for more information.

Best,
Richard Annema
Director of Client Relations
SplutterFish, LLC
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Old June 11th, 2004   #6 (permalink)
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Default Re: brazil new features

Quote:
Originally Posted by Christopher Nichols
volumetic caustics ... tend to be so expensive, they are unusable
Volumetric caustics can be made to be very fast, actually. Though this implementation is not, as it is actually 'receiving media' which means it doesn't use any of the simple hacks/assumptions that allow volumetric caustics to be very fast.

The reason they are slow in current renderer implementations is because approaches such as raymarching are used. Often combined with volumetric photon maps or other techniques to build the volume.
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