A rudimentary ray marcher rendering a Sphere SDF with a naive offset sampling accumulation anti-aliasing pass to create a marble with a living pattern disturbed by Perlin noise
raymarcher, raymarching, ray march, marble, perlin, anti-aliasing, anti aliasing
A tiny ray marched render using a simple noise texture to provide a cheap grass resemblance, with a big goo composed of sphere distances bound by a smooth minimum union operator raising out of it.
raymarcher, raymarching, ray march, smooth minimum, smin, sphere, SDF
This is a piece made to experiment with my first implementation of samplerCube uniforms on XYZ Shader Editor so I can compose scenes with HDRI skyboxes, this version with TXAA (temporal anti-aliasing).
This is a piece made to experiment with my first implementation of samplerCube uniforms on XYZ Shader Editor so I can compose scenes with HDRI skyboxes.
This is a tiny ray marcher that I wrote to explain Raymarching, rudimentary diffuse lighting, and the creation of basic 3D primitives using Signed Distance Fields (SDF), to a friend on a Discord call.
raymarcher, raymarching, ray march, SDF, distance, diffuse, normal