hi all,
I want to precompute data and save it in a volume texture, from which my objects later can sample, using their 3D position. How do I setup the dispatch, and how do I convert from the Renderer(dx11 Buffer) to DX11 Texture 3d?
hi all,
I want to precompute data and save it in a volume texture, from which my objects later can sample, using their 3D position. How do I setup the dispatch, and how do I convert from the Renderer(dx11 Buffer) to DX11 Texture 3d?
Hi, so you use Render (DX11.Volume)
You have to Write to
RWTexture3D<float4> RWDistanceVolume : BACKBUFFER;
your dispatch would use XYZ Threads
RWDistanceVolume[tid]= …
if you need preview you do it like so:
Texture3D texVOL <string uiname="Volume";>;
SamplerState g_samLinear : IMMUTABLE
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texVOL.Sample(g_samLinear,float3(In.TexCd.xy,Z)
you can check FakeDF example in instance noodles… I’ve some other ones but could not find them…