So what do they do well?
- Completely order independent
- Lit (with fully deferred light sources)
- Shadowed
- One rendering method for all translucent objects
And what do they do badly?
- Look like arse when the camera is inside the smoke volume
- Perform like arse when the camera is near the smoke volume (fill rate bound? Yick!)
- Hideous sharp edges to blurred regions
- Blur is more obvious than transparent areas with low alpha
- Alpha quantisation very visible at low alpha
A block of smoke using the technique. No approximated scattering yet, so light sources look a bit strange at present.
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