Brazil r/s V2 Field Guide
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Hey, that's neat I've seen this done in an old raytracer where you basically force the renderer to use a different Z value for a given surface; it did require it to always trace all surfaces, instead of stopping on the first hit (presuming opaque), of course.
Other methods are compositing in post; that way even shadows and reflections can be fooled and the 'impossible' object will be impossible in all three.
Richard |
07.16.08 - 2:02 pm | #
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What's funny is that I'm more impressed by the top image. I'm used to trickery in renders, not in viewports. 
Chad |
07.17.08 - 8:56 am | #
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well as I understand it, given that just camera rays are fooled here, it's actually modeled to be this way. Essentially you could take a proper cube lattice, give it enough vertices, and then move the 'behind' vertices in front while keeping them at the same X, Y location in the viewing plane. If rotated, I think you'd see some bendy geometry - but that's just my guess 
Richard |
07.17.08 - 10:10 am | #
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What? No depth of field?
Chad |
07.17.08 - 11:15 am | #
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My first thought was that I wanted to see it animated 
cptvideo |
07.17.08 - 2:06 pm | #
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Commenting by HaloScan
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