pack node17 raytracing procedural raymarching
Credits: Inigo Quilez, UNC, Kyle McLean, Christian Loclair, Marta Soto
"And on the eighth day, God said to Nacho the Basque: I will throw you the rays of wisdom and ye shall bring back a bunch of colourful pixels, and a cold beer from Belgium."
Don't be fucking confused Nacho, I got yer, broh broh, meet "Izpi Ibiltzen" the ultimate and simple as fuck solution for raymarching in vvvv.
"But to do raymarching, you need a solid raymarcher, you know, lighting ain't easy, is it broh? and what about depth or fog, I mean I am more into Motorsports and the closest I ever was to being "nautical" is when I went fishing with my dad that one time he was sober"
WORRY NOT, Nacho, you old bean, take a pew and relax your chin. Izpi Iblitzen does all this crap for you and you just concentrate on "drawing your shit" and "colouring your shit", the rest is done by pressing some toggles. There, there homie, it gon' be alright.
THIS IS A PACK, PLEASE INSTALL AS A PACK, DON'T BE A PRICK ABOUT IT.
Unzip the file in the "packs" subfolder inside your version of vvvv
So you should end up with something like this: "C:\vvvv_50beta37_x64\packs\IzpiIbiltzen"
LOOK IN THE GIRLPOWER FOLDER FOR LOADS OF EXAMPLES. (17 to be more precise, broh)
This pack is made in major parts from code written by Inigo Quilez on shadertoy and in his articles, which I have converted and adapted to vvvv using more code from UNC and some of my not so magical magic. So, major thankx go to Inigo Quilez and UNC and well fuck it, I will give myself a pat on the back as well broh.
Special thankx go to: Kyle McLean (everyoneishappy), Christian Loclair (princeMio) and Marta Soto (otosatram).
Warm thankx go to my demoscene group DESiRE and especially RamonB5 and VIRGILL from ALCATRAZ. Thankx to MERCURY demoscene group for their SDF library. Also thankx to some guys on shadertoy, namely: Shane, emh, XOR, 2v_S, huwb and obviously Dave Hoskins, christ, you da man.
YES this is THE PACK for THE "Raymarching amongst shit jokes" workshop at Node 2017, you're in the right place.
IF IT BECOMES ALL WHITE IT'S BECAUSE YOU GONE INSIDE THE GEOMETRY, MAKE GEOMETRY HOLLOW OR UNCOMMENT THE LINE IN SHADER TO MAKE YOUR CAMERA HOLLOW OUT THE GEOMETRY WHEN IT TOUCHES IT.
Have fun, you crazy brohs.
The documentation or, better, an actual "cheat sheet" of all functions available to you in this "framework" is missing still and so I will design it and update soon. For now, look in "usefulFunctions.fxh" to see what is available to you. Also, most things are covered in girlpower and in this Inigo Quilez page: http://iquilezles.org/www/articles/distfunctions/distfunctions.htm
That IQ page is kinda your cheat sheet for now, cheers broskis.
the cloud example its amazing
this was one of the best node17 workshop material contribution, great work brobro!
this system can make nice use in realtime as Pedro has shown at that mapping this summer
if you plan to work the contrib further in vvvv context, i suggest a modular approach like this:
node for formula input, maybe presets for basics, something like TransformIn for move around
node for boolean operation, two inputs and operation
node for ray emission, all your params in there
node for ray modifier, probably with formula input..
node for displacement with texture input
hope this makes sens
anyway keep up the good work bro bro
man this is so polished! much congrats!
Is there a solution for texturing geometries with different textures or is it necessary to create a node for each geometry / texture pair?
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