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0.8.4:volumerendering [2022/06/16 13:38] – [Lighting] admin | 0.8.4:volumerendering [2022/06/16 13:41] – [Lighting] admin | ||
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|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. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | <file pascal> | ||
+ | GorillaVolumetricMesh1.IsoSurfaceLimit := 0.125; | ||
+ | </ | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | <file pascal> | ||
+ | GorillaVolumetricMesh1.ShadingModel := TGorillaShadingModel.smPBR; | ||
+ | </ | ||
+ | |||
+ | __Notice:__ For PBR (physically based rendering) it does not need any PBR texture, instead it will use the //AOBias//, // | ||
+ | |||
===== Filtering and MipMaps ===== | ===== Filtering and MipMaps ===== |