Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
0.8.4:volumerendering [2022/06/16 13:41] – [Lighting] admin0.8.4:volumerendering [2022/06/16 13:47] (current) – [Filtering and MipMaps] admin
Line 358: Line 358:
 |Gamut|Texture used for mapping the 3D value during Raytracing| |Gamut|Texture used for mapping the 3D value during Raytracing|
 |GamutMode|Defines when and how the value-color mapping happens. Here different modes are available: GamutNone, GamutByValue, GamutByValueMultiply, GamutBySum, GamutBySumMultiply| |GamutMode|Defines when and how the value-color mapping happens. Here different modes are available: GamutNone, GamutByValue, GamutByValueMultiply, GamutBySum, GamutBySumMultiply|
-|GamutFactor|A factor applied to the absolute 3D value before mapping onto the gamut texture (default value is 1.0)|+|GamutFactor|A factor applied to the absolute 3D value before mapping onto the gamut texture (default value is 1.0). Use this value for shifting inside of the gamut texture. | 
 +|GamutIntensity|Defines how intense coloring is.| 
 +|GamutAlphaIntensity|Defines how intense alpha channel coloring is.|
  
 {{youtube>cmgTMz4PDAc?large}} {{youtube>cmgTMz4PDAc?large}}
Line 378: Line 380:
 Since v0.8.4.2314 lighting and iso surface detection is also supported. Since v0.8.4.2314 lighting and iso surface detection is also supported.
  
-Iso surface detection tries to evaluate a surface during raytracing+To activate lighting for a volumetric mesh, please use: 
 +<file pascal> 
 +GorillaVolumetricMesh1.UseLighting := true; 
 +</file> 
 + 
 +After it was activated, the implemented functions try to detect a surface from the given 3D data. 
 +This is called IsoSurface detection.
  
 Because this method always depends on the data, you can control this detection by **IsoSurfaceLimit** property. Because this method always depends on the data, you can control this detection by **IsoSurfaceLimit** property.
Line 400: Line 408:
 __Notice:__ For PBR (physically based rendering) it does not need any PBR texture, instead it will use the //AOBias//, //RoughnessBias// and //MetallicBias// properties. __Notice:__ For PBR (physically based rendering) it does not need any PBR texture, instead it will use the //AOBias//, //RoughnessBias// and //MetallicBias// properties.
  
 +
 +{{youtube>zMfiPLPDcq0?large}}
  
 ===== Filtering and MipMaps ===== ===== Filtering and MipMaps =====
Line 413: Line 423:
 <file pascal> <file pascal>
 GorillaVolumetricMesh1.LinearFiltering := true; GorillaVolumetricMesh1.LinearFiltering := true;
-GorillaVolumetricMesh1.MipMaps := true;+GorillaVolumetricMesh1.MipMaps := false;
 </file> </file>