27-05-2019, 07:25 AM
(27-05-2019, 03:28 AM)Josterday Wrote: Implementing Obi Fluids for cinematics, where performance is not an issue.
What is the best method for adding real-time (or baked) reflections and refractions to our fluids with Deferred Rendering?
It looks like the Dielectric Fluid Shader only works in 2D space?
Hi there,
The included dielectric fluid shader already does realtime reflection and refraction, in addition to transmission. You can tweak all parameters that control it in the material that is using this shader.
The entire fluid rendering pipeline in Obi Fluid uses a technique known as screen-space ellipsoid splatting. This is state of the art for realtime fluid rendering. It works by drawing each particle's depth, thickness and color as an ellipsoid to an offscreen-buffer (splatting), generating a normal map from that, and using all buffers to perform a final lighting pass.
As you can see this is very similar to deferred rendering. More details here:
http://obi.virtualmethodstudio.com/tutor...ering.html
http://obi.virtualmethodstudio.com/tutor...ering.html