I would like to share something with you guys, that I discovered some time ago, but I didn't have nice use cases to show it off. Now in the ray marcher, it saves me a lot of time, and simplifies and shortens the hlsl code that I actually need to write. Hopefully it will be useful for someone else too. It is about adding…
I think this is a really good video for new comers with ray marching and sphere tracing: https://www.youtube.com/watch?v=Cp5WWtMoeKg A lot of my examples uses sphere tracing. This only works if you work with exact distance functions. Hacks also works but you will need to reduce the step size by a lot if you use a lot of…
A similar (but lighter and faster) technique can be used to achieve similar resuts to procedural foliage used together with "grass"node in the material editor, but this one would allow you to parameterize things better with textures. You could have like a scale map for example. In this example, I'm only showing a mask map…
As a bonus example, here is the same torus function used in a distance aided ray marcher. Only the opacity of the primitive was computed. Note that we quit marching once we are close enough to a surface. Also notice that because we are estimating the remaining distance at each step, we can quit after a few steps on a lot…
Unfortunately this still isn't working. If you draw this as a post process, and compare it to the camera vector node output, you'll see that they look different. Its the easiest to inspect one axis at the time. For example, if we display the y of the camera vector, we see a radial gradient (2 but the another side is…
Thank you for the detailed explanation. I will also be using RTX for my personal work. Seems like no more time will be wasted on baked lighting now. Thanks for the example too it will be useful for my next project. :)
I'm mainly testing on 2k document size, and then i can have 100 layers with acceptable performance, fully interactive painting. ~ 30 fps. But this will still depend on some factors. I will add features like the curvature to mask, with some dynamic parameters, and some other similar features to make things easier, like in…
Thanks for the help guys, appreciate it. but neither the world position or camera position works - nor camera vactor. This is because I'm not rendering to the screen. Basically nothing camera or world related works.I'd need the shadetroy method to work inside Unreal. So, construct both the camera vector and camera position…
Playing with volume rendering again. This is the mannequin voxelized at 256*256*256 resolution. If the volume is used with the volume material domain, it even gets lighting. But no self shadowing unfortunately, because thats a limitation of the volumetric fog currently. So you can choose between getting light from scene…