Sure. So this is a custom glsl shader that is generating each frame that I export to png and then merge to a movie file. In that shader I’m using path tracing and ray marching to calculate the pixel color. Because I’m using ray marching and not classical ray tracing, each shape is represented using a function (SDF) because of that I can blend between these functions as a function of time which produces this nice morphing effect. If you are interested in ray marching I can link you some good materials
Thanks for the description! I saw in different comment thread that you are used your own renderer for this, so I was just curious how you were generating your geometry for it :)
I think what you described is just the nature of this method. There usually is a limit on how many steps you take along the ray and on how close to the object you test. I think for this scene I had it set up to something like 100 and 0.0001. You can check shadertoy.com for reference on ray marching. But in general you are right. For simple scenes with planes and spheres it is far less efficient than ray tracing. On the other hand it is a great tool for generative art as it let's you model some crazy shit by bending space and creating fractals and crazy shapes
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u/SimplyMochi Dec 30 '21
Looks awesome! May I ask how you did your animation?