While debugging some of my occlusion shaders, I've put together simple RIB and SL demonstrating two pass pointcloud based refractions using indirectdiffuse shadeop. It's a pretty old trick but never officially documented for some reason. First off, pointcloud baking shader:
Code:
surface simple_bake
(
uniform float bake = 0;
uniform string ptc_file = "mybake.ptc";
uniform float ptc_interpolate = 0;
uniform float ptc_radiusscale = 1
)
{
normal Nn = normalize( N );
if( bake != 0 )
{
bake3d( ptc_file, "", P, Nn, "_radiosity", Cs, "coordsystem", "world",
...