Tag: raymarching
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Volumetric Rendering: Signed Distance Functions
This tutorial explains how to create complex 3D shapes inside volumetric shaders. Signed Distance Functions (often referred to as Fields) are mathematical tools used to describe geometrical shapes such as spheres, boxes and tori. Compared to traditional 3D models made out of triangles, signed distance functions provide virtually infinite resolution, and are amenable to geometric manipulation. The following animation,…
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Volumetric Rendering: Surface Shading
This third instalment on Volumetric Rendering will explain how to shade volumes in a realistic fashion. This essential step is what gives three-dimensionality to the flat, unlit shapes that have been generated so far with raymarching. You can find here all the other posts in this series: The full Unity package is available at the end of this article. 📦
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Volumetric Rendering: Raymarching
This post continues the tutorial on volumetric rendering, introducing one of the most used techniques: raymarching. You can find here all the other posts in this series: The full Unity package is available at the end of this article. 📦
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Volumetric Rendering
This is the first part of a Unity tutorial dedicated to Volumetric Rendering, raymarching and signed distance fields. These techniques allow us to overcome the biggest limitation of modern 3D engines, which only let us render the outer shell of an object. Volumetric rendering enables the creation of realistic materials that interact with light in a complex way, such as fog, smoke, water…