JF Nested Dielectric is released as a Psyop open source initiative! It’s a shader for Solid Angle’s Arnold Renderer. It has one purpose – efficient, physically-plausible rendering of nested dielectric surfaces in production. Licensing info, source, and DCC helper files are available in the Git Repo linked below.
In large part, this is an implementation of the 2002 paper: Simple Nested Dielectrics in Ray-traced Images by Charles M. Schmidt and Brian Budge
It’s also capable of capable of spectral dispersion, direct refraction of light sources, production-feasible ray traced blurry caustics. It also has a few different optimization techniques built in to improve render times, including Russian Roulette and energy tracking and clamping throughout the ray tree.
Visualization of ray-tracing dielectric media
JF Nested Dielectric is Copyright (c) 2014, Psyop Media Company, LLC and Jonah Friedman
So I’ve finally gotten around to adding my photos to this blog. All the galleries I have are accessible above.
There’s a heading in the header of this page labeled “Photo Galleries”. They’re all listed right up there, so in about ten years when this blog post isn’t on the front page of this blog anymore they’ll still be accessible :)
The main galleries are what I think are my best shots in different genre. Landscape photos include my recent trips to Iceland and Big Bend. Party Photos are a weird genre. Whatever, ad-hoc lighting with bounce flash is too much fun.
Thanks so much for the great demos at Siggraph and all the plugs!
So if you aren’t Mark and are reading this and don’t know what I’m talking about, Mark showed off Ruffle as part of his Softimage demos at Siggraph, which are about a thousand times more engaging than mine and contain no handwavy references to “trigonometry”. :D
Go to Autodesk’s Siggraph 2011 video streaming page, click play, scrub to about 3:30 (that’s 3 hours in, it’s whole days of streaming).
I’m hoping this weekend to do a demo on the Tangent space rotation stuff, maybe building something that interpolates tangent space rotations from scratch to show how that all works. I’m going to try to learn from Mark’s example how to make a demo fun to watch.. but if that demo below is the result when I demo something with no math, I’m not sure what chance I have with this subject.
Thanks again Mark!
Made a quick ten minute video showing off the features of Ruffle:
Sadly I won’t be able to give out the actual Softimage files, or the ICE compounds, but I plan to do a few videos next on how parts of this actually work. First up will be tangent space interpolation of rotations.