I recommend using Open Shader Language to work with SDFs in Blender, it's very fast now with GPU acceleration and much cleaner than using the built in nodes :)
This video is so well done. The visuals were not only spot-on accurate but they were also visually pleasing. The learning path was well laid out with a sensible buildup and unfolding of foundational information leading to the big picture destination. I find myself looking back on the journey as if it were a well-paved road versus the viny machete struggle that it typically takes for me to get somewhere. Thank you. If you don't already know this by now, you are a natural teacher 👍
glad to see the comments back, been kinda missing out on the videos for a while mostly because its a shame not being able to see discussion around the interesting things you cover or show off.
There's a bunch, off of the top of my head, you can use point to object collision (if sdf is ≤0, your point is inside) lighting, you have the distance to the light emitting object, so you can fairly easily compute light using sdf ray marching, basically you can step along your ray by the amount of the sdf, because you know the next collision is at least that far away. Godot has SDFGI for global illumination. (Also See Alexander sannikov's radiance cascades, which is a different system for global illumination) You can use it for things like fur. And as shown, CSG (intersections and such) is a big use. You might be able to use CSG for object to object collision if you use the SDF for each object.
Math is beutiful. Thanks for sharing your knowledge and hard work.
The comments are back !🔥
why does he disable them?
i dont get it
incredible visualisation!
I recommend using Open Shader Language to work with SDFs in Blender, it's very fast now with GPU acceleration and much cleaner than using the built in nodes :)
This video is so well done. The visuals were not only spot-on accurate but they were also visually pleasing. The learning path was well laid out with a sensible buildup and unfolding of foundational information leading to the big picture destination.
I find myself looking back on the journey as if it were a well-paved road versus the viny machete struggle that it typically takes for me to get somewhere.
Thank you. If you don't already know this by now, you are a natural teacher 👍
Please continue making these math videos and showing how they pertain to 3D! 😊
glad to see the comments back, been kinda missing out on the videos for a while mostly because its a shame not being able to see discussion around the interesting things you cover or show off.
You did such a great job explaining this- thank you! 🙇
I was looking for this explanation, thank you!
The CG in CGMatter stands for Calculus & Geometry🙏🙏
Splendid work! Checking that website out immediately
everyone's gansta until the uv swatiska comes in 7:08
I am very scared, but fascinated!
You might enjoy plotting geodesics on surfaces, I know I'd probably enjoy you covering the topic.
I don't know how to use this knowledge but thank you for effort
Was Manim involved in the making of this video? The animations are incredibly clean.
Can you try to create chiseled text. Pleaseee. You are the only one who can do it properly
3:27 thats wrong tho, if you take the minimum of the two it will always give you the one of the line
Oooh come on, show some love/nodes
Is it related in any way to BSDF?
no, bsdf stands for scattering distribution
@@slimeball3209 ah, got it, thanks!
it's 2D ray marching
And I thought it means Same Deutz-Fahr
okay. i now know what it is... but what is it used for ?
It's pretty obvious isn't it? It's a way of mathematically modelling geometry.
There's a bunch, off of the top of my head,
you can use point to object collision (if sdf is ≤0, your point is inside)
lighting, you have the distance to the light emitting object, so you can fairly easily compute light using sdf ray marching, basically you can step along your ray by the amount of the sdf, because you know the next collision is at least that far away.
Godot has SDFGI for global illumination. (Also See Alexander sannikov's radiance cascades, which is a different system for global illumination)
You can use it for things like fur.
And as shown, CSG (intersections and such) is a big use.
You might be able to use CSG for object to object collision if you use the SDF for each object.
7:08 sus
you need the comments to help you if u made a mistake or somthing just saying
Lol, no entendí pero gracias. Atte: mi novia y yo. 😅
Stop injecting math in computer graphics!!
wtf
bro literally everything has math
💯 @@vivek_02512