funny story; I been building robots n stuff; so someone who wanted to get into coding messaged me about how to start; and they shared me one of your videos and I laughed my guts out. This is no intro to coding channel lol.
@TheArtofCodeIsCool3 жыл бұрын
This is shader coding... which is quite different from 'normal' coding. I DO have an absolute beginner tut for shader coding though! kzbin.info/www/bejne/q2arcoyMfdiUqcU
@ghostriley223 жыл бұрын
You make real quality tutorials for shaders. Awesome work!!
@MartinToernby3 жыл бұрын
It's really nice, that you're so straight to the point, and go a little bit down the roads, that intuitively would work (such as recursion), and then backstep and implement it the way, that's possible. Superb. Again.
@trigophers3 жыл бұрын
:O I didn't know the reflect() function existed until now! Up until watching this video I was just doing it like this: ray = normalize(ray-normal*vec3(2.)*dot(normal, ray)); Yay thanks for teaching me this!
@daviddawkins3 жыл бұрын
That was just amazing.
@dan00b83 жыл бұрын
will you do a video about refractions too?
@TheArtofCodeIsCool3 жыл бұрын
Yesss :)
@СергейПавлов-в2е3 жыл бұрын
Very very cool! Thank fo you!
@DeanEdis3 жыл бұрын
Thanks very much! Clear and useful, as ever!
@DB0093 жыл бұрын
hey anyway you can cover emissive materials? been trying to make emissive materials for a few weeks now sadly most examples are for pathtracers on shader toy
@Julian-bh7rh3 жыл бұрын
Really good video as always!:) Would be really intresting to see a video about this principle with lower optimised reflections as the iteration goes up! or shader rendering optimisation tricks in general;)
@leftofzen3 жыл бұрын
@27:20 why do you write clamp(1-dot) and not 1-clamp(dot)?
@TheArtofCodeIsCool3 жыл бұрын
You can do either, it comes down to the same thing.
@imaginingPhysics2 жыл бұрын
btw. I dont think the clamp is needed: by the way they are constructed vectors n and -rd have an angle between -PI/2 and PI/2, so their dot product is non-negative. Moreover since both are also unit vectors their dot product is always between -1 and 1 (Schwartz inequality).
@Bleenderhead3 жыл бұрын
shouldn't you displace the new ray origin along the reflected direction, not the normal?
@TheArtofCodeIsCool3 жыл бұрын
Good question! I suppose that could be done, but really the point is to get away from the surface. If we push the ray along the reflected direction then we might have to push it very far from the intersection point at grazing angles.
@MrlegendOr Жыл бұрын
Is raymarching better than other techniques for reflection/Shadow/GI?
@Igor_Zdrowowicz2 жыл бұрын
now its time for multiple bounces using raymarching :D
@bryphi773 жыл бұрын
This guy is a little green behind the ears!
@TheArtofCodeIsCool3 жыл бұрын
Haha unfortunately, sometimes.. gotta work on that!
@MartinToernby3 жыл бұрын
@@TheArtofCodeIsCool Just tint the fresnel ; ) Superb content - you are the only reason I can do anything interesting with shaders at all.
@trigophers3 жыл бұрын
Subsurface scattering seems to be anti-green-screen lol