POM material

Been thinking about technique a bit.

I have been using the code that reads a 2d texture of volume slices and converts it to ‘3d coordinates’ (for the volume raytraced clouds i was doing’). It’s perfectly possible to use that to store a distance field which in a texture that could then be used to raytrace into from a plane that faced the camera (gpu sprite or some kind of ‘imposter like’ card). The distance field can easily be created in houdini. you can pack a 256x256x256 3d voxel grid into a single channel of a 4096 map. or an 128 cubed grid in the same size map but have 32 frames of animation.

To output a float4 you could pack in the pixel depth offset, and for normals, you could use two channels for just normal offsets (since you already have the render plane normal). that leaves you with an extra single channel for outputting whatever you want (singe channel colour mask, or ramp that was stored in the texture).

Brian riffing here. The first thing I would like to experiment with is baking out a distance field of a grass patch from houdini and raytrace that on a little plane on the floor. that way you can have blades of grass that intersect each other.