Hello everyone, I’m new here on the platform and unfortunately not that good at programming. Maybe someone can help me. I would like to recreate a WiFi signal and place a sphere in a building for it.
the sphere should have a radius of 50 m, for example. Material / walls should compress the radius. e.g. the signal does not get that far through stone and the sphere should be strongly compressed. With glass, the signal comes through better and the ball is only slightly compressed. maybe one of you has an idea how I can solve the problem in a smart way.
You can’t really do this that easily at all.
And even if you do it, you can’t really expect it to work at runtime/on the fly with much or any performance.
First look into volume rendering.
You’ll need a sphere made out of voxels.
Second, look into raymarching.
That’s exactly what you need in the end to shade the volume different based on parameters like wall intersection.
Flipping it around is conversely easy.
Run a multi trace from the receiver to the router.
Calculate the values for whatever got in the way - possibly based on physmat applied so its easy.
One suggestion I can give you off the bat, make everything standard according to whatever country standard you follow - hopefully your country has a standard.
In the US walls are 6inch or 12inch wide for instance.
Instead of having the ray marching or the trace calculate the width of the wall, use a physmat and say “color accordingly”.
It is much easier.
Ray marching is way complex.
So maybe the voxel idea is better here.
Generating them procedurally won’t be easy either but at least you can since sphere math is a thing…