Add examples for Ray Portal BSDF #104813

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Brecht Van Lommel merged 4 commits from Alaska/blender-manual:ray-portal-example into blender-v4.2-release 2024-06-06 14:48:20 +02:00
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@ -50,3 +50,49 @@ Outputs
BSDF
Standard shader output.
Examples
========
One use case for the *Ray Portal BSDF* is to connect two spaces together to
create effects like a portal to an alternative dimension, or "impossible spaces"
where something is bigger or smaller on the inside than expected.
.. figure:: /images/render_shader-nodes_ray-portal-bsdf_gateway-example.jpg
:width: 760px
To setup a *Ray Portal BSDF* for a technique like this, you should argument the
*Position* and *Incoming* outputs of the
:doc:`Geometry node </render/shader_nodes/input/geometry>` to set the exit point
and direction of the ray through the portal. Here is an example node setup:
.. list-table::
* - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_simple-ray-offset-nodes.jpg
:width: 320px
This simple node setup is used for offsetting the ray position.
In this example, the ray 0 units along the X axis, 4 units along
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the ray 0 units -> the ray is offset 0 units

the ray 0 units -> the ray is offset 0 units
the Y axis, and 5 units along the Z axis.
- .. figure:: /images/render_shader-nodes_ray-portal-bsdf_ray-augmentation-nodes.jpg
:width: 320px
In this example, the *Location of Portal Target* and *Rotation of Portal Target*
vectors are obtained from a target portal object using
:doc:`Drivers</animation/drivers/introduction>`.
Along with augmenting rays, the ray position and ray direction can be replaced,
allowing the creation of effects like a camera feed on a screen.
.. list-table::
* - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-example.jpg
:width: 320px
Using Ray Portal BSDF to replicate the effect of a camera feed on a screen.
- .. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-nodes.jpg
:width: 320px
Node setup for replicating a camera feed like effect on a screen.