Ray III ↴

This composition has been made based on a generative raymarching algorithm.

You get 10% chance to get a rare colored version.

70 editions, 3

https://t.co/I3GJRw0st2


3 10

Ray I ↴

This composition has been made based on a generative raymarching algorithm.

You get 10% chance to get a rare black and white version.

100 editions, 4

https://t.co/JtUwi5PzQL

2 0

Learning how to raymarch / do volumetric rendering and I only *just* understand the basics. Does anyone know why there are so many artifacts (i.e. doesnt look smooth, broken pixels) in this?

https://t.co/Q26Nm5KUJc

0 0

trying to get CustomRenderTexture volumes working in VSeeFace and am raymarching through the voxel data, though it only seems to render CRTs on load.

1 17

using the user shader in to do raymarch-style approximate AO from the SDF representation before writing final voxel data, then that is followed up by directional lighting

3 12

For drawing the cut part, just ignore the raymarching anywhere where the first ray distance < 0, since that means it's already inside the surface.
For clipping the result to a sphere, just get the distance of the final ray position to the origin and mask out anything > sp. radius

0 1