Raymarched Reflections

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The Art of Code

The Art of Code

Күн бұрын

In this video we'll go over how to do proper raymarched reflections.
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Making it reflective - • Raymarched Reflections

Пікірлер: 25
@d74g0n
@d74g0n 3 жыл бұрын
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.
@TheArtofCodeIsCool
@TheArtofCodeIsCool 3 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
@trigophers
@trigophers 3 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!
@realcygnus
@realcygnus 3 жыл бұрын
A priceless gem ! As always.
@MartinToernby
@MartinToernby 3 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.
@ghostriley22
@ghostriley22 3 жыл бұрын
You make real quality tutorials for shaders. Awesome work!!
@knowercoder
@knowercoder 21 күн бұрын
Thank you!!!
@daviddawkins
@daviddawkins 3 жыл бұрын
That was just amazing.
@Julian-bh7rh
@Julian-bh7rh 3 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;)
@dan00b8
@dan00b8 3 жыл бұрын
will you do a video about refractions too?
@TheArtofCodeIsCool
@TheArtofCodeIsCool 3 жыл бұрын
Yesss :)
@DB009
@DB009 3 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
@СергейПавлов-в2е
@СергейПавлов-в2е 3 жыл бұрын
Very very cool! Thank fo you!
@DeanEdis
@DeanEdis 3 жыл бұрын
Thanks very much! Clear and useful, as ever!
@Bleenderhead
@Bleenderhead 3 жыл бұрын
shouldn't you displace the new ray origin along the reflected direction, not the normal?
@TheArtofCodeIsCool
@TheArtofCodeIsCool 3 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
@MrlegendOr Жыл бұрын
Is raymarching better than other techniques for reflection/Shadow/GI?
@Igor_Zdrowowicz
@Igor_Zdrowowicz 2 жыл бұрын
now its time for multiple bounces using raymarching :D
@bryphi77
@bryphi77 3 жыл бұрын
This guy is a little green behind the ears!
@TheArtofCodeIsCool
@TheArtofCodeIsCool 3 жыл бұрын
Haha unfortunately, sometimes.. gotta work on that!
@MartinToernby
@MartinToernby 3 жыл бұрын
@@TheArtofCodeIsCool Just tint the fresnel ; ) Superb content - you are the only reason I can do anything interesting with shaders at all.
@trigophers
@trigophers 3 жыл бұрын
Subsurface scattering seems to be anti-green-screen lol
@leftofzen
@leftofzen 3 жыл бұрын
@27:20 why do you write clamp(1-dot) and not 1-clamp(dot)?
@TheArtofCodeIsCool
@TheArtofCodeIsCool 3 жыл бұрын
You can do either, it comes down to the same thing.
@imaginingPhysics
@imaginingPhysics 2 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).
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