Creating the most simple 3D Ray Tracer with Blender Math Nodes (Tutorial Part 1)

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  • Опубліковано 8 лис 2024

КОМЕНТАРІ • 8

  • @CookieSlime-tf8gq
    @CookieSlime-tf8gq 5 місяців тому

    Insanely underrated series

  • @peiyihou8609
    @peiyihou8609 2 роки тому +2

    you are absolutely amazing, honestly, looking forward for more excellent tutorial

  • @none4082
    @none4082 Рік тому +3

    This is the most in depth tutorial for this i have seen, i want to make my own shaders but nobody explains it thoroughly or goes through the trouble of explaining a bit of the math behind it. thank you very much. I have one question - I followed your steps exactly as best I could, and ended up with a great result except for some reason my spheres were not at 100% opacity so if they overlap I can see the sphere behind it. do you have any idea why that might be? Thank you again

    • @georg240p
      @georg240p  Рік тому +2

      Since we are using addition to combine the outputs of our individual sphere nodes, If two spheres overlap, the final output color for that pixel is 2. Blender uses a tonemap which allows you to see values that are greater than 1. You can disable the tonemap in the Render Properties Tab --> Color Management --> Set Display Device to "None". This makes sure that 0 is black, 0.5 is half gray, and everything above 1 is 100% white.

    • @none4082
      @none4082 Рік тому

      @@georg240p Thank you !

  • @hailahh2115
    @hailahh2115 Рік тому

    This is sooo helpful 👌

  • @Klungklung123
    @Klungklung123 Рік тому

    does some software exist(for linux(im using a chromebook)) where you can do that with math nodes but without blender

  • @shirasawa1570
    @shirasawa1570 4 місяці тому

    Did you delete you discord?