Custom Ray Tracer in VEX - Houdini Tutorial

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  • Опубликовано: 18 ноя 2024

Комментарии • 8

  • @3d2dMuke
    @3d2dMuke 2 года назад +1

    This is awesome! Thank you very much for taking the time to build this video.

  • @KonstantinMagnus
    @KonstantinMagnus  4 года назад +2

    Please also check out the VEX functions *fromNDC()* and *perspective()* giving you camera space coordinates.

  • @blesshiscottonsocks
    @blesshiscottonsocks 3 года назад +2

    Thanks!

  • @jamisonONE
    @jamisonONE 3 года назад

    Amazing. Reminds me of Shadertoy

    • @KonstantinMagnus
      @KonstantinMagnus  3 года назад +1

      Thank you! Yes, although shadertoy is mostly using ray marching. You can see an example of this here:
      forums.odforce.net/topic/49058-ray-marching-in-cops/

  • @blesshiscottonsocks
    @blesshiscottonsocks 3 года назад

    This is insanely cool man, thank you for the knowledge!
    Do you know if its possible at all for this approach to support texture opacity and blending opacity levels of stacked cards? Trying intersect_all but my understanding isn't too great

    • @KonstantinMagnus
      @KonstantinMagnus  3 года назад

      Hey Joseph, thanks for your support! I've just posted a quick example file for this:
      forums.odforce.net/topic/44125-custom-raytracer-in-cops/?do=findComment&comment=226771

  • @affectreflect
    @affectreflect 4 года назад

    Brilliant.