Here's a question almost no one will know the answer to: Why am I getting these avatar/camera draw order artifacts with basic raymarched primitives in VRChat? I wrote these raymarchers from scratch, and they work just fine when being depth tested with the environment.

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more raymarching textures, vastly increased quality for less cost.
need to add some fitting so the voxelization step is as high quality as possible

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Day 16—Color gradients gone wrong.
Also: Day 14—Something you’d never make.

Shading by 3D raymarching, coloring based on xy position in the image.

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Experimenting with shading/halftone and ways to get unique styles - truchet tiles of course. https://t.co/pCMAcwZB1G

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You can use signed distance functions and a raymarch in 2D space to project onto a surface (as illustrated here with debug shapes). Going to use this method to do a bunch of boolean union, intersect, subtract, etc. to build some random shapes.

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