Aurilliance and me have been working on Volumetric Lighting in Panda. The algorithm we used is based on this one: http.developer.nvidia.com/GPUGem … _ch13.html
It’s at the moment fully integrated into CommonFilters (and thus compatible with shader generator)
Some screenshots: (yes, taken in Panda)
Credit goes to aurilliance for sharing this beautiful shader with us
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Credit goes to pro-rsoft for taking the time to get it working properly .
For everyone’s information, I’m throwing together a demo to show off the shader. You should be able to download it here in a few days max (depending on how much study I need to do ).
Hmm, wishful thinking? I don’t think there will be shadows in 1.6.0, unfortunately. Maybe for a later release.
But to answer your question, birukoff, yes, since this is a postprocessing filter (and requires just one additional rendering pass, which is with all objects black, for occlusion) you will be able to use this with any kind of shader without any problems.
But this technique doesn’t offer shadows itself, you do need a separate shader for that.
Yep, since 1.6.0. The problem currently is that all reflecting light is also directed away from the sun, so in a bright scene that will get noticeable.
I’ve already solved this problem with a second occlusion pass (as shown in the screenshot) but it’s still very hacky, so I’m looking for a way to cleanly integrate that.
In launchpad, Volumetric Lighting is shown as “in progress” and seems to be the last thing to be solved before 1.7.0. Is that true or is this thread outdated?
and yes, I am impatient about 1.7.0 . it should be just around the corner, right?
It’s in already since 1.6.0, but I’ve been meaning to add some extra functionality for a long time now. Never got to doing it though.
But yeah, it’s usable already.