ompuco

former human, now gamedev & coward

Sam Blye | VFX/Tech Artist & gamedev | shader sergal/ram/alien | ฮ˜ฮ” | worked on
ManifoldGarden + Yo! Noid II | illustrator | graphic design | BLM ACAB

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๐Ÿ”ž -> @gij


Where to find me
find.ompu.co/

ompuco
@ompuco

Hoping to work towards a physically-accurate spectral pathtracer, specifically for the purpose of producing low resolution offline images that look like it was taken with a shitty camera with tons of optical artifacts


ompuco
@ompuco

Diffuse glass tests (not really accurate or something I'll keep, I just got distracted and wanted to try it lol)


ompuco
@ompuco

You only get to see the world via SSTV transmissions & by controlling a rover that can only send back a tiny bit of data at a time through weak radio signals (that the game does not explain how to decode, making it more of a black box that demands figuring out).


ompuco
@ompuco

Here I'm bouncing around intensities of wavelengths of light with the rays, rather than discrete RGB channel values, and then convert back into RGB colors at the end of a render. This lets me do cool looking lens effects & color diffraction stuff, as well as simulate some generally more accurate light behaviors (at least, it will once I get the whole thing working right).

However, it also means I can't really easily just work with arbitrary colors. I need to actually figure out the spectral properties of the materials I want to simulate & figure out how to make them bounce the colors I want, which is quite tricky so far for someone like me who has no academic experience with math or physics.


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