alpha mapping preview

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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi all,

Alpha mapping is implemented.
I'm also adding support to use it off an existing diffuse map, eg being able to bind the alpha channel of a png to the alpha mapping without having to load 2 images.

Tomorrow I will continue work on the bump mapping, which is 50% ready.
This will be in the 2nd beta, amongst more often asked for things.

Radiance
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James
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This is fantastic! I can't wait to try this stuf out...
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Janaro666
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when will be 2nd beta released?
thx
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n1k
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Nice:) Can you tell us will there be large speed impacts when using alot of alpha mapped polys fore leaves?
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http://continuum3d.blogspot.com/
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radiance
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n1k wrote:Nice:) Can you tell us will there be large speed impacts when using alot of alpha mapped polys fore leaves?
No, there is no large speed impact, it's minimal.

2nd beta will be released when it's ready ;)
it won't be long though.

Radiance
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n1k
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Great news:) Many raytracers slow down when rendering alpha mapped leaves.
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http://continuum3d.blogspot.com/
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radiance
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n1k wrote:Great news:) Many raytracers slow down when rendering alpha mapped leaves.
most other renders actually implement it like glass,
eg the ray is transmitted through the transparent object.
i implemented it differently, there's no transmittance.

Radiance
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MDkai
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I like that approach, as it is way more practical. Will bumpmapping also introduce normalmaps, or will this be something for another release ?
Btw great you share that mini milestone :)
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radiance
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MDkai wrote:I like that approach, as it is way more practical. Will bumpmapping also introduce normalmaps, or will this be something for another release ?
Btw great you share that mini milestone :)
i'd like to add bump mapping first, then normal mapping.
i think the majority of users will use bump maps,
as they are easier to make and are omnipresent in texture DBs.

Radiance
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MDkai
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No hurry, im still exploring octane more and more, and really enjoy it.

Bump maps are indeed essential, as they provide so much great high frequent detail like simple indents, cracks and structures from all kind of materials.
They can spice up a lot with less effort and a low memory print in compare with Nmaps.

looking forward ;)
WinXp x64 | Core2Quad 2,66 Ghz | 8GB Ram| Geforce 8800 GTX | CUDA 3.0
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