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In 0.5, volume rendering was changed from additive to alpha blend, making volumes more visible, but also clipping other volumes.
Additionally, volumes are rendered as solid geometry with a wireframe overlayed on top. We can make this look a bit better by using depth/normal edge detection
Prepare a screen-space depth buffer.
Prepare a screen-space color buffer. This will be composited over the main image
For each displayed volume:
Clear the depth buffer
Render the volume to the depth buffer
Run a screenspace shader that takes the depth buffer, using edge detection for the 'wireframe', that additively draws the volume onto the color buffer
Alpha blend the color buffer onto the main image
The text was updated successfully, but these errors were encountered:
In 0.5, volume rendering was changed from additive to alpha blend, making volumes more visible, but also clipping other volumes.
Additionally, volumes are rendered as solid geometry with a wireframe overlayed on top. We can make this look a bit better by using depth/normal edge detection
The text was updated successfully, but these errors were encountered: