[Sidefx-houdini-list] Rayhit returning wierd normal
andy at andynicholas.com
Mon Oct 13 11:41:59 EDT 2008
Thanks for the suggestion. Wouldn't an SDF potentially cause a visible
smoothing artifact on the wetmap due to it's resolution? Surely it
wouldn't be feasible to crank up it's sampling to make it a pixel perfect
correspondense to the geometry? Or is the volumetric interpolation better
than I'm giving it credit for?
> I'd second the sdf solution. You could also with that determine how deep
> the liquid you are. So theoretically, if it's deeper, it has been soaking
> longer and could get a darker version of wet, etc.
> Plus, sdf's are fast.
> On 10/12/08, eetu at iki.fi <eetu at iki.fi> wrote:
>> > so this means I can get my wetmap shader to work
>> > without having to resort to something like an occlusion shader.
>> Perhaps you could just query an SDF representation of the fluid?
>> Depending on your fluid, it might be simpler and more robust.
>> (long time lurker, first time poster - hi all :)
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