texture3dRender

beta
raytkVolumes
Keywords:
  • volume

Renderer that produces 3D textures that sample SDFs, Volumes, or fields.

When rendering a field (either float or vector), it just produces the field value as the main output.

When rendering an SDF, it produces the SDF’s assigned density in the main output. If the SDF doesn’t have a density, it will fill the interior with a density of 1 and the exterior with a density of 0. The color output uses a material if one is assigned to the SDF, or the SDF’s color if it has one, or white on the interior if it doesn’t.

When rendering a volume, it produces the density value as the main output. The color output uses the volume’s color attribute if it has one, with the density value as the alpha. If the volume doesn’t have a color attribute, it will produce 0.

The renderer defines a box-shaped area to sample and fills the 3D texture with the results of the sampling.

Parameters

Name Description Regular Handling Read-Only Handling
Volume Center

Center of the sampling box.

Runtime Baked
Volume Size

Size of the sampling box.

Runtime Baked
Output Resolution
  • Use Input:
  • Custom:
Resolution Runtime Baked
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:
  • 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):
Input Smoothness
  • Nearest Pixel:
  • Interpolate Pixels:
  • Mipmap Pixels:
Enable Normal Output

Enable producing normal vectors. For each point, this will produce a vector pointing in the direction that the nearest surface point is facing. These values can be accessed using a renderSelect operator.

Enable World Pos Output

Enables the world xyz position output buffer.

Enable Object Id Output

Enable object ID output, which produces a TOP with values assigned with the injectObjectId operator for whichever shape each point is inside.

Enable Debug Output
Enable Custom Output 1
Enable Custom Output 2
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
Material Mode Semi-Baked Semi-Baked
  • Only Inside SDF:
  • Only SDF Surface:
  • Fill Everwhere:
Enable Blending Runtime Semi-Baked
Blending Runtime Baked
Thickness
Time Reference Operator
Shader Builder Config
Customize Shader Config

Inputs

  • primary_definition_in: (required)
    • Coordinate Types: float vec2 vec3 vec4
    • Context Types: Context MaterialContext CameraContext LightContext RayContext ParticleContext VertexContext PixelContext
    • Return Types: float vec4 Sdf Volume
  • Camera (For Materials Only): (optional)
    • Coordinate Types: vec2
    • Context Types: CameraContext
    • Return Types: Ray
  • Light: (optional)
    • Coordinate Types: vec3
    • Context Types: LightContext
    • Return Types: Light