Timeline for How to have point of view independent Screen Space Reflection deepness
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
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Oct 31, 2022 at 10:02 | vote | accept | philB | ||
Oct 25, 2022 at 16:20 | answer | added | philB | timeline score: 0 | |
Oct 21, 2022 at 9:33 | comment | added | DMGregory♦ | View and World Space are in the same units, so of course the length is the same between them. | |
Oct 21, 2022 at 8:47 | comment | added | philB | after some try in either screen/view/world space the result with the length is almost the same. In between I have observed that it is better to have a raymarching step dependent on the position in view space to have better sampling for far objects to avoid the "sliced" look. Some work still need to find where is the fading problem. | |
Oct 20, 2022 at 15:57 | comment | added | philB | It works a little bit better with the length but the fading is still not constant upon moving. It's full opaque when I go far from the scene. Is it important to mention my raymarching is made in screen space? | |
Oct 20, 2022 at 15:32 | comment | added | philB | I'll check that. thanks | |
Oct 20, 2022 at 12:57 | comment | added | DMGregory♦ | Depth does not change with point of view. It does change with view angle, since it's only measured along the "forward" direction, unlike distance, which is the full length of the ray. Have you tried using ray length instead of depth for this purpose? | |
Oct 20, 2022 at 11:35 | history | asked | philB | CC BY-SA 4.0 |