you need to make this yellow and give it subsurface scattering immediately, this will be the best cheese shader ever.
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I use the complement of a low octave version of this (with logarithmic smin) for the asteroid and ice caves SDFs in my game :) Gives excellent results and is very fast.
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Amazing! Could you make it anisotropic by using ellipsoids instead of spheres? And retain some of the same efficiency?
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Arbitrary ellipsoids don’t have a closed-form SDF. However, a pretty good approximation exists and I imagine it would work pretty well here—to divide the distance by the length of the gradient. This does come at the cost of an extra square root though. https://www.iquilezles.org/www/articles/ellipsoids/ellipsoids.htm …
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Some beautiful pumice right there..love it
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You’re a freaking magician
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That sounds like my usual noise function. (I call it splat noise, since I don't always use spheres) Cool to see it applied in ray marching.
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It is GOOD NOISE. It's clever. But I say once again: this GPU shader approach is limited and limiting in a way that your talent does not deserve. How could the approach possibly be extended so that the geometry was editable? You must return to CPU raytracing.
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waaaa
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