wall and floor planes
- Langage dominant
- C++
- Étoiles
- 62
- Forks
- 9
- Merge moyen
- 1 j 2 h
- PR mergées (30 j)
- 1
Description
## Use Case
In order to ground the scene and give dimensional reference, it can be useful to have walls or floor planes that receive shadows at the X/Y/Z extents of the volume
## Solution
Ideally:
User can select which plane to put a wall. User can select color of wall. Walls will only be inward-facing so they never block camera view. The walls will not be part of the volume data but will be pathtraced.
## Alternatives
A previous hackish alternative was to put a single plane of high intensity values into the volume data itself at the dimensional extent (floor plane). However, this overwrites data in a particular channel and can't be colored independently. The renderer only handles 4 channels in volume data so it would be expensive to make it be a separate channel -- you'd only have 3 proper data channels left to display -- but possible.
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