Been a while since I wrote an article on lighting and ray-marching, so I decided to write one on how to set-up a basic Lambertian light algorithms. All the code and the final shader are available on my ShaderToy page, anyways, let’s dive in. We will use Ray-Marching using 2 Continue Reading
Ray Marching Cheat-Sheet
This assume you already have the algorithms implemented in a fragment shader. I will use GLSL, but one can easily just switch to HLSL for DX pipeline. Animation and movement Rotate a plane vec3 planeOrientation = vec3(0.0, 1.0, 0.0);float planeH = dot(pos, normalize(planeOrientation));float box = sdBox(pos + vec3(1., -1.5, 0.), Continue Reading
How to make a Simple Node Displacement in Blender.
When I use Blender for procedural stuff, I want it to be dead simple. No fucking reasons to go into deep rendering settings. As this statement follow this article, let’s take a simple look to how we displace this original shit we are dealing with in Blender. Let’s start with Continue Reading