LightsprintSDK 2021.08.08
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video->update();
for each videosolver->processBuffers(nullptr,[](rr::RRBuffer* buffer){buffer->update();});
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video = RRBuffer::load("video.avi"); video->play(); audio = RRBuffer::load("audio.mp3"); audio->play();
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on | ![]()
off |
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Preferences / Max fps
lets you switch between max fps for benchmarking and adaptive vsync for smoother imageCHANGES
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Realtime refraction on | ![]()
Off |
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Pathtraced refraction, not realtime |
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Deep water | ![]()
Shallow water |
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Legacy: alpha blending, solid shadows | ![]()
RGB blending and RGB shadows | ![]()
Fresnel blending and Fresnel shadows |
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Phong shininess 10 | ![]()
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1000 | ![]()
10000 |
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See how reflection gets sharpner closer to reflected object |
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mirror reflections
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RealtimeLights sample | ![]()
Lightmaps sample |
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sRGB correct realtime rendering
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sRGB correct, spotlight is visible only in shadow | ![]()
sRGB incorrect, spotlight is visible even in sunlight |
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Material properties / Transparency / color
e.g. to red. Shadow is now red. Change Scene properties / GI quality / Shadow transparency
from 24-bit (rgb shadows) to 0-bit or 1-bit to see the difference, standard shadows don't have color.realtime RGB blending
Material properties / Transparency / color
e.g. to red. Everything seen through material is now red. Change Scene properties / Render materials / Transparency
from 24-bit (rgb blending) to 8-bit (alpha blending) to see the difference, common alpha blending lets other colors pass through.![]()
RGB shadows + RGB blending | ![]()
monochromatic shadows | ![]()
alpha blending |
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src/LightsprintIO/ImportDirectShow
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video in emissive slot | ![]()
(setting it takes 4 clicks in SceneViewer) |
src/LightsprintIO/ImportDirectShow
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KNOWN REGRESSIONS
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improved Lightspeed integration
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realistic realtime specular reflections
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realtime GI from emissive surfaces
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realtime GI from skylight
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bool& aborting
added to several functionsCHANGES
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