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hatching shader

hypertexture

cell division

 
This page shows the results of rendering solid surface using hypertexture.
 
reference hypertexture_noise
Inspired by this bread from Ratatouille My shader's render result
 
Breakdown

Raymarching

 

To render the surface from hypertexture, I used raymarching technique. When renderer evaluate point P,

my hypertexture shader emits a ray along the incident ray direction I, and evaluates volume density step

by step until the density become higher than the threshold. Then render a micropolygon on the place. To

calculate normal N, my shader searches the neighbor density.

 

exp_1
 
End Point Problem
 

I wanted to use a point behind point P as a end posint of the raymarching. There is a way to know the

point's color but point position. If you know how to get the information, please email me.

 

# I found the way to find distance to the point behind P. The RSL function is float trace(point P, vector R),

just same function name as the function to get the point's color. I don't know why I didn't realize it.

 

Point-based Occlustion

 

When I applied normal depthmap shadow, the result became like the right image below. To get correct

shadow, I needed to write my own shadow shader. So, I tried to use point-based occlusion technique.

However, I could not get any good result I expected...

 

hypertextrue_woShad

hypertexture_shad

 

Here is the result of point-based occlusion. Left image is the point cloud I calculated using my

solidHypertexture_voronoi_bakeOcc shader and the right images is the result of point-based occlusion.

I have no idea why I could not get correct result.

 

hypertex_ptc_s

hypertexture_occ

 
Results
 
These are some other results I got.
 
hypertexture_noise_m hypertexture_noise_h
 
 

Here is my shaders.
solidHypertexture_voronoi.sl

solidHypertexture_voronoi_bakeOcc.sl

solidHypertexture_voronoi_occ.sl

 

Noise functions from Advanced Renderman

noises.h