raymarchRender3D

Shortcuts:
  • 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.

Semi-Baked Semi-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 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 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 Baked Baked
Normal Smoothing 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
  • Camera: (optional) Camera used for render frame.
    • Coordinate Types: vec2
    • Context Types: CameraContext
    • Return Types: Ray
  • Light: (optional) Light definition that can be used by supporting materials.
    • Coordinate Types: vec3
    • Context Types: LightContext
    • Return Types: Light
  • shadow: (optional)
    • Coordinate Types: vec3
    • Context Types: MaterialContext
    • Return Types: float
  • Background Field: (optional)
    • Coordinate Types: vec3
    • Context Types: RayContext
    • Return Types: float vec4
  • Secondary Ray Cast: (optional)
    • Coordinate Types: vec3
    • Context Types: MaterialContext
    • Return Types: float vec4
  • Refraction Ray Cast: (optional)
    • Coordinate Types: vec3
    • Context Types: MaterialContext
    • Return Types: float vec4