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raymarchRender3D

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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
  • 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
  • backgroundField: (optional)
    • Coordinate Types: vec3
    • Context Types: RayContext
    • Return Types: float vec4
  • secondaryRayCast: (optional)
    • Coordinate Types: vec3
    • Context Types: MaterialContext
    • Return Types: float vec4
  • refractionRayCast: (optional)
    • Coordinate Types: vec3
    • Context Types: MaterialContext
    • Return Types: float vec4