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BrutPitt's profile
BrutPitt / Michele Morrone
BrutPitt / Michele Morrone
BrutPitt / Michele Morrone
@BrutPitt

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BrutPitt / Michele Morrone

@BrutPitt

Freelance Software Engineer glChAoS.P / wglChAoS.P - #glChAoSP / #wglChAoSP #MicheleMorrone

Bologna - Italy
michelemorrone.eu
Joined February 2012

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    1. BrutPitt / Michele Morrone‏ @BrutPitt 15 Nov 2019
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      Replying to @3Dmattias

      Thank you so much!

      1 reply 0 retweets 0 likes
    2. Mattias Malmer‏ @3Dmattias 15 Nov 2019
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      Replying to @BrutPitt

      There is something a little strange with the position of speculars. Seem they are not really following the lightsource properly.

      2 replies 0 retweets 1 like
    3. BrutPitt / Michele Morrone‏ @BrutPitt 15 Nov 2019
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      Replying to @3Dmattias

      You have a trained eye😉 Two times yes! The motivation arise from need to maintain rendering fast: indeed I have no meshes/surfaces, only dots, from which i build, in fragment shader fase, a sphere reflection model, based on radius (and on single "sphere" the light is correct)

      1 reply 0 retweets 1 like
    4. BrutPitt / Michele Morrone‏ @BrutPitt 15 Nov 2019
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      Replying to @BrutPitt @3Dmattias

      1) On reflection, when use DualPass (to avoid roughness) I rebuild a surface form zbuffer (from "splatted" spheres) Currently I left the freedom to play with normals (surface convexity: ADJ values): correct values are about between 1/4../3, but depends from non linearity of zBuff

      1 reply 0 retweets 1 like
    5. BrutPitt / Michele Morrone‏ @BrutPitt 15 Nov 2019
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      Replying to @BrutPitt @3Dmattias

      2) On shadows, to avoid serrated edge, I use a 1/4 of real light distance (only on shadow, not on reflection), but this is notable mostly on side light: indeed If you disable "auto distance" and move far the light, this effect is less noticeable

      1 reply 0 retweets 1 like
    6. BrutPitt / Michele Morrone‏ @BrutPitt 15 Nov 2019
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      Replying to @BrutPitt @3Dmattias

      I know: these are more video games tricks (to maintain high FPS and fluid exploration) than professional RayTracer Shadow model distance will change (soon) from next release, together to auto "bias" based on real point distance.. in prevision on future more complex shadow model

      1 reply 0 retweets 1 like
    7. Mattias Malmer‏ @3Dmattias 15 Nov 2019
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      Replying to @BrutPitt

      I guess it had to do with performance. I really like the interactivity so it is a good tradeoff. It is a lot of fun to play around with it.

      1 reply 0 retweets 1 like
    8. BrutPitt / Michele Morrone‏ @BrutPitt 15 Nov 2019
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      Replying to @3Dmattias

      Thanks. Is fantastic fluidity in exploration, but when found an attractor miss me a precise raytrace like Houdini Now export point cloud in PLY(only desktop version), but I have in mind to build a little raytrace engine for STATIC objects/surfaces produced from SORTED point cloud

      1 reply 0 retweets 1 like
    9. BrutPitt / Michele Morrone‏ @BrutPitt 15 Nov 2019
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      Replying to @BrutPitt @3Dmattias

      I find fascinating your 3D automata, and thinking also about these. Actually I've been thinking about it for a while now (from DLA3D generator), but the beauty of your jobs and images now is fomenting the idea 🙂

      1 reply 0 retweets 1 like
    10. Mattias Malmer‏ @3Dmattias 15 Nov 2019
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      Replying to @BrutPitt

      It would be awesome to see what you get out of it. Read @stephen_wolfram’s book. It has some really interesting systems.

      1 reply 0 retweets 1 like
      BrutPitt / Michele Morrone‏ @BrutPitt 16 Nov 2019
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      Replying to @3Dmattias @stephen_wolfram

      Thanks a lot!

      9:33 AM - 16 Nov 2019
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      • Mattias Malmer
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