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  • Published 29 Oct 2017

Raytraced portals

Classic usecase. Basically, when a ray hits an object, this special material property would "teleport" the ray to another location, render layer, or scene.

A simple UI would be to add a material output node with vectors "ray position" (or offset) and "ray direction" (or rotation), which represent to where the ray is transported after hitting the object. Obviously, this would only work in raytraced mode, and cannot work in paint rendering.

Currently, this can be achieved using texture baking, but that doesn't lend itself very well to ambient occlusion or animation.

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Development Status: Open

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slugfiller
29 Oct 2017

4 Comments

3dsman

is this this kind of effect you talk about? forum.3dvf.com/threads/eclairage-de-sc%C3%A8ne-ray-portals.6671/

slugfiller Author

@sebastien tricoire: Yes, that's an excellent overview and example.

ChameleonScales

Not the most flexible but you can do this (go in render mode) : dropbox.com/s/k7frjr7l4fp838a/portal.blend

slugfiller Author

The no-image no-reflection trick. I've seen it done in POVray. It's nice, but fails if you want multiple portals, or to have shadows cast through the portal. I'll admit that it's useful for simpler scenes.