Hi all,
I'm struggling to understand how I can use an attr wrangle node (detail mode) to send rays and then evaluate the result (without a solver that loops over frames).
From m points, I need to n rays each, check if they intersect; then if they intersect send more rays from that new point (different direction) and so on. Similar to global illumination, with the concept of 'ray depth'.
Can somebody give me a pointer in how I would structure such an approach using VEX? Is this even possible in an attr wrangle node?
Thanks for any input & cheers,
Matt
VEX intersect(): Sending rays after rays
1547 2 0- deadalvs
- Member
- 196 posts
- Joined: Aug. 2011
- Offline
- Konstantin Magnus
- Member
- 682 posts
- Joined: Sept. 2013
- Offline
Hi Matt,
try a do-while-loop in a point wrangle. It would update shooting positions and ray directions only when it has hit something.
try a do-while-loop in a point wrangle. It would update shooting positions and ray directions only when it has hit something.
int prim_hit; vector uvw_hit; vector pos = v@P; vector dir = v@N; int hit = 0; int depth = 10; int pts[] = array(i@ptnum); do{ prim_hit = intersect(1, pos + dir * 1e-3, dir * 1e3, pos, uvw_hit); vector nml = prim_normal(1, prim_hit, uvw_hit); dir = reflect(dir, nml); int pt_add = addpoint(0, pos); append(pts, pt_add); hit = prim_hit >= 0; depth--; } while(hit == 1 && depth > 0); addprim(0, 'polyline', pts);
Edited by Konstantin Magnus - Dec. 8, 2021 09:24:58
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
- deadalvs
- Member
- 196 posts
- Joined: Aug. 2011
- Offline
-
- Quick Links