is IVolumeLightSceneNode = LightScattering?

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denzelbro
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is IVolumeLightSceneNode = LightScattering?

Post by denzelbro »

I have seen and tested the SpecialFX example, but can hardly notice the effect. There is also little documentation or mention of this feature on this forum and the online docs. So I am just curious if this is VERY similar to the GodRay shaders/effects out there or light scattering.
devsh
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Re: is IVolumeLightSceneNode = LightScattering?

Post by devsh »

No, there is no shader there that integrates the scattering along the light path inside the volume, esp not while taking shadows or occlusion into account.
Its more of a 2000s effect for a billboard-like static effect like here
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denzelbro
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Re: is IVolumeLightSceneNode = LightScattering?

Post by denzelbro »

I see. thanks for the detail devsh, that really helped. will probably test it and see if it can be useful or just go with shaders.
devsh
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Re: is IVolumeLightSceneNode = LightScattering?

Post by devsh »

Its a horribly expensive shader to make, usually you have to do it at 1/4 resolution, take interleaved samples, blur and do depth-sensitive bilateral up-scale.
denzelbro
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Re: is IVolumeLightSceneNode = LightScattering?

Post by denzelbro »

devsh wrote:Its a horribly expensive shader to make, usually you have to do it at 1/4 resolution, take interleaved samples, blur and do depth-sensitive bilateral up-scale.
As with any other "eye candy" shader there's always a cost in performance. ;) and not really a critical shader to have, but would be a nice addition.
Mel
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Re: is IVolumeLightSceneNode = LightScattering?

Post by Mel »

You can use a shadowmapping approach, where the polygons in the "volume light" are used to sample the depth. Makes for a decent approach.
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devsh
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Re: is IVolumeLightSceneNode = LightScattering?

Post by devsh »

That wont work:
1. Thats incredible overdraw for the additive blend method.
2. Else you'd need Order Independent Transparency for that one.
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