Raymarching domain repetiton randomness with each repetition
category: code [glöplog]
Quote:
Hmm and in fact @xTr1m shader suffers from the same problem
Of course. But just like cupe, I let the camera fly in a way so to hide all those ugly artifacts ^^. The benefits of non-interactivity.
If you still here, there was a follow-up discussion on shadertoy, iq suggested his Msl3Rr shader as a good example of
faster method (if you don't need continuous distance field and cells do not overlap). First he does ray-casting over grid columns to find a cell and then finally, ray-marching the cell content.
At the same time, I've done few experiments that generate nice and continuous distance field and allow small overlap between cells, still there are a bit slower than iq shader, but maybe can be used for something more?
Anyway, another thing to try would be to extend iq's method to overlapping cells and see how it performs.
Here some screenshot from my latest experiment:
Although I still believe in good old mesh, this is definitely fun stuff, thx Cupe and xTr1m for inspiration!
faster method (if you don't need continuous distance field and cells do not overlap). First he does ray-casting over grid columns to find a cell and then finally, ray-marching the cell content.
At the same time, I've done few experiments that generate nice and continuous distance field and allow small overlap between cells, still there are a bit slower than iq shader, but maybe can be used for something more?
Anyway, another thing to try would be to extend iq's method to overlapping cells and see how it performs.
Here some screenshot from my latest experiment:
Although I still believe in good old mesh, this is definitely fun stuff, thx Cupe and xTr1m for inspiration!
mate, that plane looks ossom as hell! :) Mind, if I use it? :)
citrus: it's just a simple transparent thing for debugging (Cupe had similar in his presentation, just on the ground), so sure, feel free to adapt for your own needs whatever you like :)
I know, but I like that effect pretty much :)
Sincerely, this is awesome tomkh. I remember painful hours of tweaking my raymarching loop in order to hide the artefacts. Thanks for sharing!