Version 0.15 of RayTK is now available!
This version focused on features that support materials and colors, along with a whole lot of other improvements and fixes.
Tutorials will be out soon!
- Shape-specific surface UV coordinates.
- Surfaces can now have UV coordinates, which can be used by materials for things like texture lookups.
- Many SDFs have a "UV Mode" option to generate shape-specific UVs.
- There's a "UV" output from renderers that accesses the UV coordinates for each surface point in the rendered output. This can be used for things like applying textures using post-processing with TOPs.
- UV coordinates can be assigned to any surface using assignUV, and modified using uvTransform.
- UV coordinates can be accessed within materials using operators like uvField.
- Surface color attributes.
Surfaces can now have a "Color" attribute, which can be assigned using assignColor, either with a constant color or using a field.
Surface colors can be used by various types of materials and material elements.
- Background fields.
- The raymarchRender3d operator now has a "Background Field" parameter which can be assigned to certain types of fields.
- The background field is used to calculate a color for rays that don't hit a surface, including rays used for reflection colors.
- The atmosphereField is designed for use with the "Background Field" feature. It produces a simulation of a sky with a sun, including some advanced atmosphere-based coloration. It's great for creating sunsets.
- The texture3dField also supports being used as a background field. It can be used to apply environment lighting with cube-maps and other types of 3D textures.
- Materials in 2D rendering
2D SDFs can now be rendered using materials, instead of with conversions like colorizeSdf2d.
The sampledPointMat can be used with 2D shapes similar to how it works with pointMapRender
Check out the release notes for details.