Screen Space Multiple Scattering for Cycles (suggestion)
Unity got Screen space multiple scattering : github link
which is based on this article
Rendering method adds glow to the light source and may have better performance for rendering volumetrics in Cycles and would add more control of the scene depth and fog height based on the formula parameters explaneid in the article.
How would this improve Blender:
1.) better performance with Cycles volumetrics ( maybe almost real-time volumetrics ?)
2.) UI for this would be below lamp settings
3.) UI would look similar to this:
6 Comments
While it looks great in unity, cycles is a fundamentally different kind of render engine where this kind of trick would be out of place.
Eevee (the upcomming realtime engine in 2.8) already has volumetrics, and while I don't know about the technical implementation, it seems similar to what you're asking for. Once 2.8 is ready, you will (probably) be able to render that volumetric pass and composite it onto a cycles render.
OK, thanks
To say that another application has a feature is not sufficient reasoning to show that Blender should have it.
Please be specific in how this feature would be useful to Blender artists and how you would imagine they would enable and adjust it in the Blender interface.
Is it now ok?
@Blender mayhem G.: It's certainly a bit more clear now. So this is something meant for Cycles? My initial reading (and the fact that you refer to Unity) gave the impression that this would be in the 3D View, perhaps as part of the new Eevee renderer. Now things are at least a bit more clear.
Does the code you reference work well with raytracers?
I wouldn't know that.