A visual simulation of ray marching created with GLSL in TouchDesigner.
A visual simulation of ray marching created with GLSL in TouchDesigner.
Added blackhole particle simulation using raymarching. Forgive brevity as I attempt to finish everything a couple minutes before FT ends (apologies reviewers and shipwrights). This is built into the perform window with camera and glsl. I used a radial decay and spawning of particles around an event horizon.
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Built a GLSL ray marching simulation and camera in Touchdesigner. The camera took a bit more work than expected due to uv values being altered in TD’s mapping scheme. Ray marching is a rendering technique that advances a ray through a scene in steps determined by a signed distance function, efficiently converging on surfaces by always moving the maximum safe distance without overshooting. I then began work on translating this into vvvv gamma due to its exportability features.
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