Toying with Houdini, Gaffer, Cycles.
Working on hobby GPU raytracer in Rust/Metal
@kubo_von@mastodon.gamedev.place
- DoF / customizable bokeh
- DoF / customizable bokeh
- Nishita sky
- refraction
- VMF Diffuse
- Nishita sky
- refraction
- VMF Diffuse
Added light MIS, wavelenght importance sampling and really tried improving variance. Battle testing it on scene like this, basically only indirect light.
Added light MIS, wavelenght importance sampling and really tried improving variance. Battle testing it on scene like this, basically only indirect light.
- pathtracing!
- reading basic light and material props from .usd
- basic ggx+lambert shader
- Maya style navigation
#LightTransport #MetalShadingLanguage #RustLang
- pathtracing!
- reading basic light and material props from .usd
- basic ggx+lambert shader
- Maya style navigation
#LightTransport #MetalShadingLanguage #RustLang
Might not look like much, trying to get the basics in first.
- sample accumulation ( It flyies so fast on M4 pro! )
- switched from RGB to spectral rendering (hero wavelength / Scott Burns uplift)
- AgX ( a bit broken )
- .exr output
no ray bounces or fancy shading yet
Might not look like much, trying to get the basics in first.
- sample accumulation ( It flyies so fast on M4 pro! )
- switched from RGB to spectral rendering (hero wavelength / Scott Burns uplift)
- AgX ( a bit broken )
- .exr output
no ray bounces or fancy shading yet
-rays have been fired!
-reading a mesh from an USD file with normals and color using a custom rust wrapper around tinyusdz(c++)
-rays have been fired!
-reading a mesh from an USD file with normals and color using a custom rust wrapper around tinyusdz(c++)
Still just a raytraced triangle, but now rendered from a 3d camera which is controlled by mouse from egui. Also interpolating a primvar there.
Managed to get rid of Metal Kit, it was annoying to use in Rust. Now I'm using egui, it's a breeze to work with and I already know it.
Still just a raytraced triangle, but now rendered from a 3d camera which is controlled by mouse from egui. Also interpolating a primvar there.
Managed to get rid of Metal Kit, it was annoying to use in Rust. Now I'm using egui, it's a breeze to work with and I already know it.