I think it's more about culture, complexity, design, willing, and feasibility. Latest Unity looks like it goes well with Belcour's layered approach as I just have been told.
21.11.2025 22:29 β π 2 π 0 π¬ 1 π 0@maxtarpini.bsky.social
It's all about WΓ·mΒ² and WΓ·Kg ππ΄ββοΈ www.rombo.tools
I think it's more about culture, complexity, design, willing, and feasibility. Latest Unity looks like it goes well with Belcour's layered approach as I just have been told.
21.11.2025 22:29 β π 2 π 0 π¬ 1 π 0How cool.
21.11.2025 22:23 β π 0 π 0 π¬ 0 π 0No commercial renderer implements true layering .. do you ?
There are many models :
drive.google.com/drive/folder...
Video is using a plain blend op :
Final = Base * (1 - Blend1) + Coat1 * Blend1 * (1 - Blend2) + Coat2 * Blend2 ...
Let's add a 'fresnel map' and call it phys based ! ;)
Let's put it in this way.. there three kind of fools.. those that use a casual map, those that believe that multi-layer approaches takes into account interfaces(as a real scattering event) and eventually those that don't get anything of the above and use ai to tweet their nonsense π
21.11.2025 19:19 β π 0 π 0 π¬ 1 π 0Which in turn .. changes the optical path roughness .. ie. the aggregate scattering of the light ray entering and leaving the (dual) lobe. The video is pretentious at least. You can't compare a 'casual' map application to a dedicated multi-layer approach.
21.11.2025 12:04 β π 4 π 0 π¬ 1 π 0Patterns from : ' Mathematical Modeling of a Class of Symmetrical Islamic Design'.
Proper coloring is almost impossible because stars in a periodic tiling where cell boundaries wrap destroy the pattern topology .. ie. a ray can hit edges that are topologically behind the starting point ! π€
Implemented : Symmetrization of Quasi-Regular Patterns with Periodic Tilting of Regular Polygons (using UV cells). Super nice, infinite pattern variations with just few parameters. Added colorization that with threshold parameters adds other ways to create more patterns.
14.11.2025 20:26 β π 8 π 0 π¬ 0 π 0Working with floats in C/C++? Fncs like fmod(), fmin(), fabs() etc. actually use doubles internally (floats get promoted on call). For better performance with float data, use the 'f' suffix versions: sinf(), sqrtf() are obvious, fmodf(), fminf() less so. Easy to overlook, but matters in tight loops!
23.10.2025 20:44 β π 7 π 0 π¬ 0 π 0Paint By Numbers: Abstract Image Representations
t.co/nPXURJpFUB
Finally had some luck implementing rt multiscale glints (zirr/kaplaian2018) offline ! Snow uses delta-Eddington phase fnc.
09.07.2025 18:31 β π 9 π 0 π¬ 0 π 0I think I'm still using the original Frisvad one.. can't remember if on purpose or just because of laziness in redoing all unit tests! Either ways thanks for the reference! π€π€
09.07.2025 18:19 β π 1 π 0 π¬ 1 π 0Solid angle sampling : uniformly perturb a base vector within its solid angle cone.
github.com/RomboDev/Mis...
Defocus 2.5D blur with circle of confusion computation from Z-depth based on 'A lens and aperture camera model for synthetic image generation - ACM Siggraph 1981' is super nice and works a treat in many situations.
09.05.2025 20:34 β π 17 π 1 π¬ 0 π 0Importance sampled sky mapping.
14.03.2025 21:31 β π 7 π 0 π¬ 1 π 0Phased moon 3D directional blur.
07.03.2025 22:22 β π 14 π 0 π¬ 0 π 0Oh ehy π€ thanks! That's mostly fbm iterations over fast perlin noise.
07.03.2025 19:57 β π 1 π 0 π¬ 0 π 0Btw, we locate sun in the sky by checking ray dir alignment with sun center (cosTheta>sunCosTheta) .. so we don't generally consider sun size. However, sin() of sun angular diameter is sun radius (!) and we can use that at horizon to account for sun having a real diameter ie. for twilight zone etc.
01.03.2025 17:16 β π 8 π 0 π¬ 1 π 0Modular approach to sky modeling πππ
23.02.2025 21:03 β π 6 π 0 π¬ 0 π 0Cool ! Do you add them simply together or are you using importance sampling or some heuristics to layer them ?
30.12.2024 20:51 β π 1 π 0 π¬ 1 π 0If you want to be physically correct instead to use ie. a smoothstep fnc to fade out for example stars at horizon you can use this analytical approximation to the atmospheric extinction coefficent :
30.12.2024 20:43 β π 16 π 1 π¬ 1 π 0Ever noticed that most phase fncs use costheta and not theta ? After all we want an angular quantity not a proj of some sort (taking the cos of the angle) while is not even a math convenience.. it is that costheta provides a more uniform sampling for calcs of ang distributions. Here the proof :
26.12.2024 17:29 β π 6 π 0 π¬ 0 π 0The localPoint in the previous code is also the hit normal so I had just to add bump mapping, a dot product (moonnormal,sundir) for diffuse wrapped in a ^0.75 to compress the shadow terminator and eventually a bit of ambient (+albedo*0.075).. and voilΓ a basic moon with tidal locking.
14.12.2024 21:28 β π 4 π 0 π¬ 0 π 0Simulate moon tidal locking by actually locking UVs to the view direction πβοΈ
13.12.2024 21:26 β π 5 π 0 π¬ 0 π 0I'm keeping updated this super comprehensive collection of <Light Transport> papers (by tech and by year), from the Kajiya eq to latest differential and neural approaches, passing by RRT and MC theories | As before, repost if you think it may be useful to others.
drive.google.com/drive/folder...
Sry but I keep seeing your artworks and every time I think.. your drawings to me look good only from a distance, the closer the more I dislike the outlines.
20.11.2024 18:19 β π 0 π 0 π¬ 1 π 0Stochastic raymarching with enhanced sphere tracing.
18.11.2024 17:50 β π 19 π 2 π¬ 0 π 0Random walks mechanics : a nice improvement to sample SSS with guided (zero-variance) walks is to use Meng closest point and normal heuristics and then D'Eon forward/backward probability to stochastically account for the boundary choice.
18.11.2024 13:58 β π 7 π 0 π¬ 0 π 0Non-Exponential Random Walks.
For SSS they are great to sim plastics and other polymers, the discoloration and drying of certain natural materials or because of their long-range correlations thin-walled mats like the Mario on the left (same MFP of the 'solid' one on the right).
Inverting IOR interfaces while random walking back toward the surface, pretending there's been a boundary between the isotropic opaque core and the transp aniso stuff.
Great for some resins, crusts etc.
Modelling skin with Mie and Rayleigh scattering.
18.11.2024 13:47 β π 4 π 0 π¬ 0 π 0