Add examples for Ray Portal BSDF #104813
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@ -50,3 +50,50 @@ Outputs
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BSDF
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Standard shader output.
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Examples
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========
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One use case for the *Ray Portal BSDF* is to connect two spaces together to
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create effects like a portal to an alternative dimension, or "impossible spaces"
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where something is bigger or smaller on the inside than expected.
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To set up a *Ray Portal BSDF* for a technique like this, augment the
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*Position* and *Incoming* outputs of the
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:doc:`Geometry node </render/shader_nodes/input/geometry>` to set the exit point
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and direction of the ray through the portal. Here are some examples:
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Simple Offset
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-------------
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_simple-ray-offset-nodes.jpg
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This simple node setup offsets the ray position.
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In this example, the ray is offset 0 units along the X axis,
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4 units along the Y axis, and 5 units along the Z axis.
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Alaska marked this conversation as resolved
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Portal
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------
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_gateway-example.jpg
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_ray-augmentation-nodes.jpg
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In this example, the *Location of Portal Target* and *Rotation of Portal Target*
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vectors are obtained from a target portal object using
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:doc:`Drivers </animation/drivers/introduction>`.
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Camera Feed
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-----------
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Along with augmenting rays, the ray position and ray direction can be replaced,
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for effects like a camera feed on a screen.
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-example.jpg
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Using the Ray Portal BSDF to replicate the effect of a camera feed on a screen.
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-nodes.jpg
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Node setup for replicating a camera feed like effect on a screen.
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the ray 0 units -> the ray is offset 0 units