raymarchRender3D
Shortcuts:
- rr3
output
raymarchRender3D
RayTK
v0.36
Renders a scene using 3D raymarching.
Parameters
-
Resolution
: Rendering resolution -
Anti Alias
: Number of antialiasing steps. Increasing this improves render quality but can be costly. -
Use Render Depth
: Whether to use the provided Render TOP for a base depth. -
Overlay Render
: Whether to mix the provided Render TOP with the scene using depth. -
Render TOP
: Connect a Render TOP to mix with the scene based on depth. -
Max Steps
: Maximum number of marching steps. -
Surface Distance
: Minimum surface distance. Smaller values increase accuracy at the cost of performance. -
Max Distance
: Maximum distance. Rays that don't hit anything will stop at this distance. If this is too high, rays that don't hit anything will continue for a long time, causing a performance drain. -
Near Hit Range
: Advanced feature, not ready for use. -
Time Reference Operator
: COMP to use to determine the time. Only relevant if using a time field. -
Use Limit Box
: Whether to limit the space of the scene to a box, for performance improvements. -
Limit Box Minimum
: Minimum bounds of the scene limit box. -
Limit Box Maximum
: Maximum bounds of the scene limit box. -
Shader Builder Config
: Advanced configuration for the shader. -
Enable Depth Output
: Enables the depth output buffer. -
Enable SDF Output
: Enables the SDF data output buffer. -
Enable World Pos Output
: Enables the world xyz position output buffer. -
Enable Normal Output
: Enables the surface normals output buffer. -
Enable Ray Direction Output
: Enables the ray direction output buffer. -
Enable Ray Origin Output
: Enables the ray origin (camera position) output buffer. -
Enable Orbit Trap Output
: Enables the fractal orbit trap output buffer (only supported for certain SDFs). -
Enable Near Hit Output
: Enables near hit output which shows where rays got close to hitting surfaces. -
Enable Step Output
: Enables step count output which shows how many steps each ray took while marching through the scene. -
Enable Iteration Output
: Advance feature, not ready for use. -
Enable Object Id Output
: Enables object id output which shows id values assigned using `injectObjectId`. -
Enable Debug Output
: Advance feature, not ready for use. -
Pixel Format
:-
Use Input
: -
8-bit fixed (RGBA)
: -
sRGB 8-bit fixed (RGBA)
: -
16-bit float (RGBA)
: -
32-bit float (RGBA)
: -
_separator_
: -
10-bit RGB, 2-bit Alpha, fixed (RGBA)
: -
16-bit fixed (RGBA)
: -
11-bit float (RGB), Positive Values Only
: -
16-bit float (RGB)
: -
32-bit float (RGB)
: -
8-bit fixed (Mono)
: -
16-bit fixed (Mono)
: -
16-bit float (Mono)
: -
32-bit float (Mono)
: -
8-bit fixed (RG)
: -
16-bit fixed (RG)
: -
16-bit float (RG)
: -
32-bit float (RG)
: -
8-bit fixed (A)
: -
16-bit fixed (A)
: -
16-bit float (A)
: -
32-bit float (A)
: -
8-bit fixed (Mono+Alpha)
: -
16-bit fixed (Mono+Alpha)
: -
16-bit float (Mono+Alpha)
: -
32-bit float (Mono+Alpha)
:
-
-
Enable Reflection
: -
Reflection Passes
: -
Enable Shadow
: -
Enable Near Hit Minimum Dist
: -
Near Hit Minimum Distance
: -
Near Hit Fade
: -
Enable Color Output
: -
Format
: -
Compositing
: -
Reflection
: -
Refraction
: -
Enable Refraction
: -
Refraction Passes
: -
Refraction Ray Cast
: -
Background
: -
Background Field
: -
Use Background Field Alpha
: -
Show Background
: -
Shadow
: -
Shadow
: -
Ray Marching
: -
Distance Correction Factor
: -
Limits
: -
Near Hit
: -
Normals
: -
Enable Normal Smoothing
: -
Normal Smoothing
: -
Volumetrics
: -
Enable Secondary Ray Cast
: -
Secondary Ray Cast
: -
Customize Shader Config
: -
Enable UV Output
: -
Enable Custom Output 1
: -
Enable Custom Output 2
:
Inputs
-
SDF Scene
: (optional) SDF definition the shapes in the scene.- Coordinate Types:
vec3
- Context Types:
Context
- Return Types:
float
vec4
Sdf
- Coordinate Types:
-
Camera
: (optional) Camera used for render frame.- Coordinate Types:
vec2
- Context Types:
CameraContext
- Return Types:
Ray
- Coordinate Types:
-
Light
: (optional) Light definition that can be used by supporting materials.- Coordinate Types:
vec3
- Context Types:
LightContext
- Return Types:
Light
- Coordinate Types:
-
shadow
: (optional)- Coordinate Types:
vec3
- Context Types:
MaterialContext
- Return Types:
float
- Coordinate Types:
-
Background Field
: (optional)- Coordinate Types:
vec3
- Context Types:
RayContext
- Return Types:
float
vec4
- Coordinate Types:
-
Secondary Ray Cast
: (optional)- Coordinate Types:
vec3
- Context Types:
MaterialContext
- Return Types:
float
vec4
- Coordinate Types:
-
Refraction Ray Cast
: (optional)- Coordinate Types:
vec3
- Context Types:
MaterialContext
- Return Types:
float
vec4
- Coordinate Types: