Vixen
dd8b0a81

Rendering · guide

Turning on dynamic global illumination

The four compositor nodes that make a frame's indirect light a file rather than a program.

Edit this page on GitHub

Documents

Next

  • Players and possession — A controller that outlives the body it drives, and the one component that carries a player's intent.
  • Making everything cast a shadow — The caster stage, the atlas a shading pass reads it from, and the two joins that make one mesh drawable by two shaders.
  • Meshes and materials, type by type — Neither word names a type — each names a chain of them, one per stage, plus four subsystems that borrowed the same word.
  • Drawing particles — Dropping a .vxvfx onto an entity — the component, the importer that compiles the graph, the bridge that runs it, and the feature that draws it.
  • The ambient split, and the nodes that fill it — Why a lit frame is written to four targets with its diffuse ambient deliberately missing, what the screen probes, the surface cache and the traced reflections put into that hole, and the one node at the far end that adds it all back up.
  • Tracing rays against the scene's own triangles — The two-level acceleration structure the RHI exposes, the ray query Raven compiles into one intrinsic, and why the hardware tracer is an alternative behind the distance-field interface rather than a lighting mode of its own.