raymarchRender3D
- rr3
Renders a scene using 3D raymarching.
Parameters
Name | Description | Regular Handling | Read-Only Handling |
---|---|---|---|
Resolution | Rendering resolution | ||
Anti Alias | Number of antialiasing steps. Increasing this improves render quality but can be costly. | Baked | Baked |
Use Render Depth | Whether to use the provided Render TOP for a base depth. | Runtime | Baked |
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. | Semi-Baked | Semi-Baked |
Surface Distance | Minimum surface distance. Smaller values increase accuracy at the cost of performance. | Semi-Baked | Semi-Baked |
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. | Runtime | Baked |
Near Hit Range | Advanced feature, not ready for use. | Runtime | Baked |
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. | Runtime | Baked |
Limit Box Maximum | Maximum bounds of the scene limit box. | Runtime | Baked |
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 | ||
Enable Debug Output | Advance feature, not ready for use. | ||
Pixel Format | |||
| |||
Enable Reflection | Baked | Baked | |
Reflection Passes | Semi-Baked | Semi-Baked | |
Enable Shadow | Baked | Baked | |
Enable Near Hit Minimum Dist | Semi-Baked | Semi-Baked | |
Near Hit Minimum Distance | Runtime | Baked | |
Near Hit Fade | Runtime | Baked | |
Enable Color Output | |||
Format | |||
Compositing | |||
Reflection | |||
Refraction | |||
Enable Refraction | Baked | Baked | |
Refraction Passes | Semi-Baked | Semi-Baked | |
Refraction Ray Cast | |||
Background | |||
Background Field | |||
Use Background Field Alpha | Semi-Baked | Semi-Baked | |
Show Background | Runtime | Baked | |
Shadow | |||
Shadow | |||
Ray Marching | |||
Distance Correction Factor | Runtime | Baked | |
Limits | |||
Near Hit | |||
Normals | |||
Enable Normal Smoothing | Whether to smooth out surface normals by sampling at larger distances. | Baked | Baked |
Normal Smoothing | How far apart to sample to calculate surface normals. | Runtime | Baked |
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
- Supports Variables From Inputs:
camera
- 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)- From Parameter:
Shadow
- Coordinate Types:
vec3
- Context Types:
MaterialContext
- Return Types:
float
- From Parameter:
-
Background Field
: (optional)- From Parameter:
Background Field
- Coordinate Types:
vec3
- Context Types:
RayContext
- Return Types:
float
vec4
- From Parameter:
-
Secondary Ray Cast
: (optional)- From Parameter:
Secondary Ray Cast
- Coordinate Types:
vec3
- Context Types:
MaterialContext
- Return Types:
float
vec4
- From Parameter:
-
Refraction Ray Cast
: (optional)- From Parameter:
Refraction Ray Cast
- Coordinate Types:
vec3
- Context Types:
MaterialContext
- Return Types:
float
vec4
- From Parameter: