Source engine sdk light rays
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To get a noise free result it depends on the scene and material complexity how many samples you need - may be tens, may be ten thousands. Monte Carlo sampling solves the problem with many samples, converging towards a correct result by increasing the sample count. To fix this, you can divide a single cone into many smaller cones, so more samples for more accuracy, which brings us back to the initial ray tracing :) Multiple walls might fall into a single mip map voxel, which can't be represented well, resulting in light leaking through solid matter. This approximates the area (or volume) along the widening cone using lower levels of mip maps, so a single sample from prefiltered data replaces a potential infinite number of point samples from infinite ray hitpoints. There is no known way to do efficient cone tracing - what comes close is Voxel Cone Tracing using mip maps. So you need to give rays some kind of area, which brings us to cone tracing. But that's 10k of rays per pixel, and you might still miss some small lights in the distance. To fix this, you can increase sampling resolution, like 100x100. It might just miss small light sources in between the fixed directions. But because rays have no area, you would get a very sparse result that can not capture the whole scene. Instead Monte Carlo you could use a fixed distribution of ray directions, imagine a 4x4 grid warped over the hemisphere of the sampling point for example. There must be a way to trace rays which does not need monte-carlo and does not produce moire either. I am quite surprised that there is not a bigger demand for this kind of software.Ĭan you give me tips on libraries, that I might have misses? Or some other solution that I didn't think of? And there is of course a risk stemming from the fact that it is closed-source. The problem here is pricing, which is not disclosed, but is not probably aimed at small developers. I have found one project that seems to do what I want - V-Ray renderer.
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Most projects that focus solely on rendering are offline renderers - unsuitable for games.
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But most open-source engines have all their code too intertwined for the core extraction to be reasonable. Maybe I could use just a rendering core from an open-source engine.
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I am not interested in full game engines, they have too many bugs and impose too much of their underdeveloped workflow on game developers. What I need is good integration with Blender, support for various material and lighting effects, texture layers, advanced uv mappings, preferably some basic ray-tracing based dynamic lighting and good performance.
It should be single-purpose (as much as possible) and visual quality is important.īasic mesh rendering with basic lights and shadows and basic skeletal animations is something I can implement myself. Can be open-source or paid, if the price is reasonable for an indie developer. I am searching for a good library that will handle 3D rendering in my game / engine that is written in C++.