MaterialMakerRayMarching
bauble.studio
MaterialMakerRayMarching | bauble.studio | |
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4 | 7 | |
59 | 340 | |
- | - | |
0.0 | 5.1 | |
over 1 year ago | 4 months ago | |
Janet | ||
MIT License | MIT License |
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MaterialMakerRayMarching
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SDF Fractal Noise
Also you can use my nodes at https://github.com/paulofalcao/MaterialMakerRayMarching for MaterialMaker for making procedural nodebased SDFs in Material Maker
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Version 0.02 of my Ray Marching lib for Material Maker
1 - Download the latest "MaterialMakerPauloFalcaoLib - v0.02.json" file from https://github.com/paulofalcao/MaterialMakerRayMarching , and save the file wherever you like
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Material Maker Ray Marching Library v0.01
100 procedural realtime animation using nodes and my Ray Marching Library for Material Maker 0.95 - https://github.com/paulofalcao/MaterialMakerRayMarching
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Ray Marching Library version 0.01 for Material Maker v0.95 is here! :)
You can find it here https://github.com/paulofalcao/MaterialMakerRayMarching
bauble.studio
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Domain Repetition
If you aren't familiar with SDFs, some rough intuition for what's going on here: you have some primitive functions that define shapes, you have combinators that distort shapes, and you then have combinators that distort space. And then when you trace rays through distorted space, you render an image that looks like your combinators distorted the shapes themselves, but really you're distorting the path that your rays travel along.
The operation here is that you distort space with the modulo operator. So now you have space that repeats -- and when you trace rays through this repeated space, you're basically teleporting the rays back to the origin (using mod in the classic "wrapping around" fashion) every time they pass out of a section of space.
And then ultimately the ray will collide with the shape -- the one shape -- that exists in this distorted space, after wrapping around some number of times.
If the idea of "taking the mod of space" is intriguing, I would encourage you to try playing with SDFs! It's a really incredible technique for real-time rendering of "3D vector graphics."
Also shameless plug for my SDF playground https://bauble.studio, and an example program that uses instanced repetition to render an "infinite" number of varying shapes:
(tile [400 0 300] (fn [i]
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Why Janet?
Depending on what you're doing, Janet might be a great fit! I wrote a DSL for [expressing and shading 3D shapes](https://bauble.studio), and it was pretty easy. Depending on exactly what you're trying to do, the ease of embedding the Janet interpreter inside of other programs might be a big point in its favor.
- Signed distance functions in 46 lines of Python
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Is there a name for this? -- Intermediate Representation with Graphics Primitives
For other inspiration check out Pyret in DCIC and the term Constructive Solid Geometry like Bauble
- Bauble: an interactive tutorial that will teach you everything you need to know to make art with lisp and math
- Bauble: A playground for making art with Lisp and math
What are some alternatives?
shader-park-core - A JavaScript library for creating real-time 2D and 3D shaders. JS -> Shader. https://shaderpark.com/ https://twitter.com/shaderpark
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
raymarching-workshop - An Introduction to Raymarching
sdf-viewer - A fast and cross-platform Signed Distance Function (SDF) viewer, easily integrated with your SDF library.
toodle.studio - turtle graphics playground
janetroids - This was a paint program and then became asteroids
sdf - Simple SDF mesh generation in Python
glyph.janet - Personal Data Manager for the command line
conjure - Interactive evaluation for Neovim (Clojure, Fennel, Janet, Racket, Hy, MIT Scheme, Guile, Python and more!)
bencode - A Janet library for the Bencode format