I have showed my work to the plastic artists here in my city and they are shoked! (Previously I participated in many expositions with digital art, using blender of course, so I know many of them) They want that I make a personal expo, and I accept, but when finish the proyect and will be part of my vacation.
I trade user control for physical accuracy, also full multiple ligth scattering implemementation due to the loooong render time are out of my scope, of course ,there’s room for that if someone/myself-when-finish-the-proyect want to implement it.
diferent parameters give diferent or similar results between models
the list of user controled parametres now grow to round 65!!!
this weekend I could get implemented all the blender difuse shader models for volumetrics
(Lambert,Oren-Nayar,Blinn,Minaert,Fresnell) and also took some time for implementing an
aproximation (I have to note that is not the exact physical model in order to gain more user
control) of multiple ligth scattering using a simple scatter model, a Raileigh model and a
simplified Mie scatter model, the user could tweak the result.
Although not physically accurate, it will be useful for some effects.
Also add a new composite model for transparent volumetrics.
I’ll try to upload content soon.
With some setups also render times grow a lot! not everything is of rose color! but, of course , final time is up to the user and his machine/patience/cuality 🙂
Note that with some set up option you could achieve some NPR volumetric effects!
this is a small test of a feature that could be usefull for particle/dataset/simulation volumetrics, and texture controlled falloff. but this will require a lot of more work!
everything is a single plane