#RayMarching
you're totally right! it's this exact thing, then instead of doing raymarching, you'd branch off here and do ~something else~ with this mesh

....i'm trying really hard to resist learning new things until i have a few more of my projects finished, and this is making that harder
November 10, 2025 at 9:38 PM
November 11, 2025 at 2:35 PM
I've seen a technique like this being used to accelerate volumetric raymarching at least!

around the -32:00 mark

gdcvault.com/play/1023519...
Fast, Flexible, Physically-Based Volumetric Light Scattering (presented by NVIDIA)
Atmospheric environments don't exist in a vacuum! This session is a deep dive into the Volumetric Lighting technology developed by NVIDIA for Fallout 4. In it we review the physical principles behind ...
gdcvault.com
November 10, 2025 at 11:25 AM
i don't know!! it feels like most of our research went into creating 'true' volumetrics with raymarching, instead of designing increasingly fucked up tech around light meshes

just because one method looks "objectively superior" or whatever boring justification we can name
November 4, 2025 at 12:31 AM
I've been getting into spectral color fields. They've got so many colors, and spectra. Some additional clever commentary on what is essentially just a grid with some rainbow stuff.

#raytk #touchdesigner #raymarching #rainbow
November 2, 2025 at 5:53 PM
Finished week 3. Made a simple SDF editor with some fractals at our disposal. Done in C with #raylib
#gamedev #raymarching #sdf #fractals
November 2, 2025 at 5:07 AM
Depth of Field effects are extremely expensive in post-processing, but relatively cheap and easy to approximate with raymarching
October 29, 2025 at 4:18 PM
@torvid.net 's favorite phase lately is "raymarching in the depth buffer" and one of these days he's actually going to do it
October 27, 2025 at 11:51 PM
raymarching Apollonian gaskets

#gamedev #indiedev #indiegame
October 22, 2025 at 6:59 PM
Patterns in the grid #b3d #shader #raymarching
October 18, 2025 at 3:59 PM
not light volumes, not raymarching*, not projectors

@torvid.net doing LUT magic
September 21, 2025 at 1:11 AM
feels pretty illegal for this to not be raymarching*.
September 21, 2025 at 1:43 AM
This is from the early era of The Gloop before it became RayTK. Things were pretty unstable before the release and build process. All the scenes directly used the library source which was constantly changing. Results still looked good (when they weren't broken 😋) #raytk #touchdesigner #raymarching
September 20, 2025 at 7:21 PM
Spatial distortion is one of my favorite aspects of raymarching. Relatively simple things like varying rotation when pushed past their limits turn into shifts and warps and repetitions in a way that's hard to do with mesh-based geometry.

#raytk #touchdesigner #raymarching #visuals
September 17, 2025 at 5:54 AM
Reaching into the archive from 2023, this was inspired by one of my first raymarching scenes.

Sometimes it's hard to keep producing interesting content. I'm doing system development which doesn't post well. But I'm trying to be ok with that.

So... archive

#raytk #touchdesigner #creativity
September 16, 2025 at 3:22 AM
throwing my robot boyfriend out the window because he runs cyberpunk at only 200FPS (farts per second) at just 8k with raymarching at max which is honestly just pathetic for a computer in 2025
September 13, 2025 at 3:50 AM
とにかくやる、という事で twitter.com/butadiene121... のスライドを参考にレイマーチングの球から卒業するための練習コード書いている。n回レイマーチングの球は出してきているけど、こうdemoっぽい系のが出し方分からなかった。このスライドめちゃくちゃ助かる
#webgl #glsl #raymarching
November 30, 2024 at 6:00 AM
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Quick reminder of everything added this year:
🌟 3D Raymarching
🍃 Modern Grass Techniques
✨ Advanced Particles Systems
December 2, 2024 at 8:53 PM
2d raymarching sketch :]
October 25, 2024 at 1:25 AM
Nice! Raymarching is tricky but once you grok it, it's really neat to be able to make entire worlds entirely from math & code heh
November 24, 2024 at 12:25 AM
Hi everybody. This is the sixth part of our tutorial dedicated to rendering 3D scenes using shaders and raymarching technology. This time, I’d like to try improving the materials by adding textures, and briefly explain how so-called triplanar mapping works.
www.youtube.com/watch?v=U5SL...
Godot 4: Raymarching, part 6 (tutorial)
YouTube video by FencerDevLog
www.youtube.com
June 16, 2025 at 5:03 AM
Working on a new wrinkle system : )
#shader #glsl #raymarching
June 19, 2025 at 1:29 PM
When I first started I wanted to wrap my head around volume raymarching without even knowing what a depth buffer was. Now I'm editing a video tutorial on it.

It's all a matter of time ✨

(sorry for the rant, I had some spare time waiting in the car 😅)
November 23, 2024 at 12:16 PM
Then came a second intuition. The rain layer could, in most cases, be a simple top-down extrusion of the cloud layer's bottom 'color'. I likely don't need to create a complicated raymarching shader that outputs the same pixel color for rain, as the cloud material does for clouds
December 3, 2024 at 5:33 PM
Rock cliffs that keeps a perilous balance.
#glsl #raymarching #wip
March 13, 2025 at 5:13 PM