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0.8.4:volumerendering [2022/06/16 13:38] – [Lighting] admin0.8.4:volumerendering [2022/06/16 13:41] – [Lighting] admin
Line 373: Line 373:
 |GamutBySum|Gamut mapping will be applied to the final casted ray value.| |GamutBySum|Gamut mapping will be applied to the final casted ray value.|
 |GamutBySumMultiply|Gamut mapping will be applied to the final casted ray value and afterwards multiplied with the previously computed color value.| |GamutBySumMultiply|Gamut mapping will be applied to the final casted ray value and afterwards multiplied with the previously computed color value.|
 +
 +===== Lighting =====
 +
 +Since v0.8.4.2314 lighting and iso surface detection is also supported.
 +
 +Iso surface detection tries to evaluate a surface during raytracing. 
 +
 +Because this method always depends on the data, you can control this detection by **IsoSurfaceLimit** property.
 +
 +{{:0.8.4:vr_isosurf.jpg?nolink&600|}}
 +
 +<file pascal>
 +GorillaVolumetricMesh1.IsoSurfaceLimit := 0.125;
 +</file>
 +
 +When detection of a volume surface was successful, we are able to apply lighting with all available shading models to it.
 +
 +The volumetric mesh therefore allows to choose between: Lambert, Phong, Blinn-Phong and PBR.
 +
 +{{:0.8.4:vr_lighting.jpg?nolink&600|}}
 +
 +<file pascal>
 +GorillaVolumetricMesh1.ShadingModel := TGorillaShadingModel.smPBR;
 +</file>
 +
 +__Notice:__ For PBR (physically based rendering) it does not need any PBR texture, instead it will use the //AOBias//, //RoughnessBias// and //MetallicBias// properties.
 +
  
 ===== Filtering and MipMaps ===== ===== Filtering and MipMaps =====