I hope you'll find this tutorial to be a useful starting point for learning more about raymarching! You can support these tutorials on Patreon: www.patreon.com/kishimisu See you in the next one!
Thanks a lot for this video. IT's great and easy to comprehend. I just spotted one mistake, so I'll share with people if they get stuck: 26:55 - When doing the time-dependent offset of the cubes the line q=fract(p) - 0.5; should be changed to q=fract(q) - 0.5;
I really hope you make another tutorial soon. Your two videos are the BEST shader & raymarching content I've ever seen, and I've worked professionally as a graphics programmer.
The biggest flaw with ray marching, in my opinion, is that it can be difficult or tedious to design certain arbitrary structures purely with math. It's not a very artist-friendly technique.
This is a fantastic introduction into Ray Marching. Wonderful video. I've started this journey myself a few months ago, and your visualizations will really help others conceptualize these seemingly complicated operations!
Amazing tutorial once again! Your first video inspired me and many others to start experimenting with shader code. This video made basic 3d graphics easily understandable, previosuly to me a daunting task. I also love how you briefly explain several sub-concepts in their simplest forms, prompting a lot of creative exploration. Really appreciate your style, pacing and looking forward to your future videos.
This blew my mind. I thought those 3d shaders were just beyond the scope of my tiny brain, but you just unlocked a million doors for me! Unfortunately my maths will still be a major limit for me, but luckily there’s all those prebuilt functions for rotation etc. thank you!! 🎉❤
A just became a supporter at patreon because of this video. I think you nailed the perfect balance giving just enough information to understand what’s going on without getting bogged with details while providing external resources to drill down. The visual explanations are great too. Looking forward to dig in with your next tutorials!
Seconding the people who wish to see more, this was a brilliant video & I hope you'll come to a point in life to have the ability and want to make more
My guy is literally teaching magic and asks nothing for it. The production and information value of this video is insane. I'm making a patreon account just to support you.
ai voice or not the effort that went into this video is obvious and it’s top notch. honestly reminds me of robert penner’s work back in the flash days.
I wish this video existed when I started learning Ray Marching (earlier this year) because it would've saved me weeks of self-studying. Really amazing work!
OMG thank you so much for making your first two videos! It answered sooooooooooo many questions I had about psychedelic arts and gave me the push to learn GLSL and generate animations from C++. If I may add, the distortion effect is actually from an error in the concept of the rd variable. It should be vec3 rd = normalize(vec3(uv0, abs(ro.z))), since we want the direction of the pixel from the camera (we thus need to take into account where the camera is placed, otherwise the cone of rays isn't projected from the camera, but from a point at (0, 0, -1))
Thank you kishimisu! you're a true inspiration for me! Shaders are a very complex topic but with your help, this kind of programming is begin become easier :)
I am still working on my shader generation evaluation for language models, but your videos have been a great aid to help people explain what shadercode is and how you might interpret code as art.
Great video! You started small and worked up to some really cool demonstrations. Thank you for doing this all in shadertoy too, so I could quickly try it out for myself.
Awesome video! I was occasionally checking your channel to see if you had a new video since you said you're working on a new video on Instagram. You did a really great job! Especially because it was a topic I wanted to checkout anyway. I'm looking forward to more raymarching and seeing your channel evolve, I think you'll succeed easily! Good luck! 🎉
Great video! I toyed with fragment shaders before, but this video made want to go back and properly learn some GLSL and create a couple shader programs! As a point of criticism, I think the code you provide would be easier to follow along and more readable if you were to use proper variable names for values you hardcoded -- using something like `scalingFactor` instead of 4., for example.
Yes. This is a general coding practice called magic numbers. Eventually, constants that never change or one off values, may need to be understood by anyone revisiting the code in the future... that also means yourself :p This was a good tip from professors when I went to college for programming. Also keep up the vids, I'm subscribed for the incredibly easy to follow, guided visual examples that help explain what's fundamentally going on, step-by-step. Keep it up ^^
I just decided to get into shaders, as a self-taught "creative coder". Your videos are absolutely stunning, highlighting an incredible production value. Be sure that I am going to follow your every move ;) I think you just convinced me to become a Patreon.
Excellent run down of a lot of concepts and aspects of ray-marching. I have been experimenting with raymarching and SDF shapes in the godot engine. I am not sure how performant that will be, because I am still working at making the code for it. However, I will definitely be looking forward to your future videos. Cheers!
Thank you so much for all of the effort put into this. I don't have time to dive into shaders right now but it's something I've been wanting to do for a while.
Just this afternoon I was messing around with applying rotation matrices to conic sections in the Desmos graphing calculator. Cool to see that technique used in shaders!
Fantastic video! Looking forward to more in this series. I'm a big fan of the 64K demoscene and the creative and technical uses of raymarching, but never could give myself a starting off point to try my hand at my own. You just unlocked a whole universe of exploration for me.
Fantastic Video !, The content of this material is so valuable that the participation of AI as an speaker completely does not bother me. Thank you for your work !
Great to have you back! Personally I would like to see WebGPU perhaps using wgpu (and engine that supports both desktop and web). Compute shaders & fragment shaders are my top topics (or more precisely areas).
I might create a video about webgpu in the future to introduce compute shaders. However it may be difficult to fit on the screen nicely as wgsl is more verbose than glsl!
I found it incredibly easy to understand, you expertly explained not only the goal but also what individual components did without making it confusing. Although it's not shader, but could you tackle cube marching? (Procedural generation) Havent found someone that could explain it well yet.
Lol this video would have helped me a lot about 2 years ago when I did my computer graphics module. I was struggling to find a good video that broke down Raymarching. Still better late than never, I can use this to revise that shit properly now!
2:50 I've been working on creating a program to render SDFs myself, and that XY pattern has been what I've been using the whole time. I thought I was seeing my own program for a split second 💀
You shouted out Leon Denise! He's the one who introduced me to raymarching. Really cool dude! He organises amazing demoparties and live-coding events with Cookie Collective, check them out if you're into all this stuff!
Free you mind, Neo. What you must learn is that these rules are no different than the rules of a computer system. Some rays can be bent. Others, can be curled up like some non-physical strand of hair. Well, I'm pretty sure if Neo had made full use of his ability to bend the rules of a computer system, The Matrix would've been a much different movie. And much more popular with the psychedelics crowd.
This is fantastic! I am walking through the process and I found a problem, but I am not sure if that was me, or there is something wrong with the original. at 27:01, when translating the box, inside the fract() function I noticed that using "p" as input will not work since we are currently using "q" instead. Just as a heads up to anyone following along. Please keep up the fantastic work!
Great content! I especially enjoyed the visualizations of every step. However, the music can be a bit unpleasant when watching at a higher playback speed.
I hope you'll find this tutorial to be a useful starting point for learning more about raymarching!
You can support these tutorials on Patreon: www.patreon.com/kishimisu
See you in the next one!
Your tutorials are so useful and inspiring thank you for teaching me so much!!
You are one hell of a talented person. Hope you find a good employment soon!
Your tutorials are fantastic, thank you. I like the AI voice over.
These tutorials are amazing! Very well explained and with lots of visuals that help a lot! All the best!
Can you do a video on how to add lights, shadows, and specular reflections to the scene when you do?
It's literally a crime against humanity that this man has stopped making youtube videos. these videos are amazing
maybe he'll come back ...
Thanks a lot for this video. IT's great and easy to comprehend. I just spotted one mistake, so I'll share with people if they get stuck:
26:55 - When doing the time-dependent offset of the cubes the line q=fract(p) - 0.5; should be changed to q=fract(q) - 0.5;
I as just about to post this correction. Thanks!
Thank you! I was going really confused for a while, thougth of changing a bunch of stuff except that, makes sense.
10/10, kishimisu you are a brilliant shader artist and an equally brilliant communicator of information. Please keep sharing that gift with us ❤🙏
I really hope you make another tutorial soon. Your two videos are the BEST shader & raymarching content I've ever seen, and I've worked professionally as a graphics programmer.
Had to pause in the middle of the video and say, that Milky Way comparison was amazing, funny and instructional. This is an awesome video, well done!
Ray marching is such a beautiful technique. Infinite objects with mathematical operations with low computational power.
This video was so dense with information yet so well-explained. I'm going to rewatch this a few times just so I can absorb everything.
Man, talk about underrated! Here from your previous video, can’t wait for your next. Keep up the good work!
The biggest flaw with ray marching, in my opinion, is that it can be difficult or tedious to design certain arbitrary structures purely with math. It's not a very artist-friendly technique.
I guess thats because there are no tools made to ease the creation of objects withought manually writting functions in code
Very good job. All is very clear; Probably the best introduction to the raymarching. Thank you very much ! I hope there will be a sequel :)
This is a fantastic introduction into Ray Marching. Wonderful video. I've started this journey myself a few months ago, and your visualizations will really help others conceptualize these seemingly complicated operations!
Amazing tutorial once again!
Your first video inspired me and many others to start experimenting with shader code.
This video made basic 3d graphics easily understandable, previosuly to me a daunting task. I also love how you briefly explain several sub-concepts in their simplest forms, prompting a lot of creative exploration.
Really appreciate your style, pacing and looking forward to your future videos.
This blew my mind. I thought those 3d shaders were just beyond the scope of my tiny brain, but you just unlocked a million doors for me! Unfortunately my maths will still be a major limit for me, but luckily there’s all those prebuilt functions for rotation etc. thank you!! 🎉❤
If you continued this series it would make me so happy 🥹
The Best Introduction of Ray marching ever
The legends said that some day, kishimisu will return!
A just became a supporter at patreon because of this video. I think you nailed the perfect balance giving just enough information to understand what’s going on without getting bogged with details while providing external resources to drill down. The visual explanations are great too. Looking forward to dig in with your next tutorials!
Seconding the people who wish to see more, this was a brilliant video & I hope you'll come to a point
in life to have the ability and want to make more
My guy is literally teaching magic and asks nothing for it. The production and information value of this video is insane. I'm making a patreon account just to support you.
ai voice or not the effort that went into this video is obvious and it’s top notch. honestly reminds me of robert penner’s work back in the flash days.
I wish this video existed when I started learning Ray Marching (earlier this year) because it would've saved me weeks of self-studying. Really amazing work!
OMG thank you so much for making your first two videos! It answered sooooooooooo many questions I had about psychedelic arts and gave me the push to learn GLSL and generate animations from C++. If I may add, the distortion effect is actually from an error in the concept of the rd variable. It should be vec3 rd = normalize(vec3(uv0, abs(ro.z))), since we want the direction of the pixel from the camera (we thus need to take into account where the camera is placed, otherwise the cone of rays isn't projected from the camera, but from a point at (0, 0, -1))
Fantastic!! I especially like the diagram at 25:18, it's a very interesting way to visualise it
Thank you kishimisu! you're a true inspiration for me! Shaders are a very complex topic but with your help, this kind of programming is begin become easier :)
I enjoy the AI voiceover, it's calm and to-the point! Very nice!
same, had no idea it was AI
to be frank it is one of the better AI voices
10/10 Nothing to add. Very clear yet concise explanation and visualizations.
I am still working on my shader generation evaluation for language models, but your videos have been a great aid to help people explain what shadercode is and how you might interpret code as art.
I've been waiting for new videos for so long!
Great video! You started small and worked up to some really cool demonstrations. Thank you for doing this all in shadertoy too, so I could quickly try it out for myself.
Awesome video! I was occasionally checking your channel to see if you had a new video since you said you're working on a new video on Instagram.
You did a really great job! Especially because it was a topic I wanted to checkout anyway. I'm looking forward to more raymarching and seeing your channel evolve, I think you'll succeed easily! Good luck! 🎉
This is so cool. I love the exploration into noncartesian space. You can really do so much with just a few lines of code.
This. Is. So. Damn. Cool! I have played around with ray marching, but the idea of modifying the rays themselves was new (and awesome)!
double thumbs up for the Quaternion videos you linked, they're invaluable in understanding what at first can be a very opaque and confusing construct
Great video! I toyed with fragment shaders before, but this video made want to go back and properly learn some GLSL and create a couple shader programs!
As a point of criticism, I think the code you provide would be easier to follow along and more readable if you were to use proper variable names for values you hardcoded -- using something like `scalingFactor` instead of 4., for example.
Yes. This is a general coding practice called magic numbers. Eventually, constants that never change or one off values, may need to be understood by anyone revisiting the code in the future... that also means yourself :p
This was a good tip from professors when I went to college for programming. Also keep up the vids, I'm subscribed for the incredibly easy to follow, guided visual examples that help explain what's fundamentally going on, step-by-step. Keep it up ^^
This is an absolute gem. Please keep making more of such videos
The only raymarching tutorial I ever understood.
OMG THE RETURN !!
The algorithm choosed him
I just decided to get into shaders, as a self-taught "creative coder". Your videos are absolutely stunning, highlighting an incredible production value. Be sure that I am going to follow your every move ;) I think you just convinced me to become a Patreon.
Seriously, the best tutorial and explanation about the ray marching. Thank you for sharing.
Thank you!
You inspired me to get back into coding and creating generative art, looking forward to future tutorials🤝
Excellent run down of a lot of concepts and aspects of ray-marching. I have been experimenting with raymarching and SDF shapes in the godot engine. I am not sure how performant that will be, because I am still working at making the code for it. However, I will definitely be looking forward to your future videos. Cheers!
Thank you so much for all of the effort put into this. I don't have time to dive into shaders right now but it's something I've been wanting to do for a while.
Wow amazing! Thank you for sharing all those great lessons 😎🔥
Another great video! I've been meaning to explore raymarching for ages, so this might be the push I need to get started!
Never thought I'd learn how to become a lightbender, but this video made it so easy! Universes beware.
Just this afternoon I was messing around with applying rotation matrices to conic sections in the Desmos graphing calculator. Cool to see that technique used in shaders!
GOAT Tier learning material. Thank you a lot!
I'm seriously thinking about subscribing to your Patreon after 2 tutorials.
this is incredible, i am new to shaders and coding in general and this video was understandable and motivating. keep up the amazing work!
Great video with great presenting format. Really appreciate. I am not coder at all, but really interested in this type of experimenting now. 😁😁
Fantastic video! Looking forward to more in this series. I'm a big fan of the 64K demoscene and the creative and technical uses of raymarching, but never could give myself a starting off point to try my hand at my own. You just unlocked a whole universe of exploration for me.
You really have the best tutorials on the topic. Very well done explaining complex topics in easy to understand terms.
Absolutely amazing content. I can vouch for The Art of Code too, his videos are long but very easy to follow.
Bro i cant wait to see really cool stuff like reflections and shadows added to this. it would be sooooo cool. Very much cant wait to see more!!
I really like how much info even the description has!
Thank you, I hope you might consider produce "An introduction to RayTracing" in future.
Hey, don't stop making videos like this!
time to stop raymarching and start raymaxxing
Dude I was really waiting for you to drop another video. I am getting into the world of 3D graphics and shaders and your insight is very appreciated!
Oh my gosh, you're back! These videos are phenomenal.
Very, very interesting and very well explained! Thanks for this introduction to the huge world of shaders!
Fantastic Video !, The content of this material is so valuable that the participation of AI as an speaker completely does not bother me. Thank you for your work !
Oh man, you are finaly here thax for video!
Great to have you back! Personally I would like to see WebGPU perhaps using wgpu (and engine that supports both desktop and web). Compute shaders & fragment shaders are my top topics (or more precisely areas).
I might create a video about webgpu in the future to introduce compute shaders.
However it may be difficult to fit on the screen nicely as wgsl is more verbose than glsl!
Aah shade, here we go again
Now I have an awesome toy to procrastinate with.
This tutorial is amazing🔥
You're Bob Ross but for CS nerds, love you
Babe wake up, Kishimisu dropped a new video!
I love you and your lessons
Funnily enough I was looking for a video to explain raymarching to me, been thinking of implementing in a project lately.
We miss youuu!!! Hope you produce some new shader content 🎉
Like the first one, your video is so amazing ! So well explain and full of art potentials ! Thank you very much !
I found it incredibly easy to understand, you expertly explained not only the goal but also what individual components did without making it confusing.
Although it's not shader, but could you tackle cube marching? (Procedural generation) Havent found someone that could explain it well yet.
nicely done dude. can't wait for the volumetric tutorial
I would much appreciate video about volumetric clouds and implementation in Unity
Amazing, awaiting the next videos eagerly!
Absolutely incredible! I hope to see more videos on shaders from you! 🎉
Lol this video would have helped me a lot about 2 years ago when I did my computer graphics module. I was struggling to find a good video that broke down Raymarching. Still better late than never, I can use this to revise that shit properly now!
im so glad you're making more content
Thank you so much for another wonderful video!!
Absolute unit of a channel
2:50 I've been working on creating a program to render SDFs myself, and that XY pattern has been what I've been using the whole time. I thought I was seeing my own program for a split second 💀
Man, I'd love to see a video series of you teaching GLSL from basics. You explain things very nicely!
You shouted out Leon Denise! He's the one who introduced me to raymarching. Really cool dude! He organises amazing demoparties and live-coding events with Cookie Collective, check them out if you're into all this stuff!
That is beyond great content. Truly mesmerizing.
Thank you. Can't wait for the next video
Really enjoying your videos! And have recommended them in my developers circle (:
Free you mind, Neo. What you must learn is that these rules are no different than the rules of a computer system. Some rays can be bent. Others, can be curled up like some non-physical strand of hair.
Well, I'm pretty sure if Neo had made full use of his ability to bend the rules of a computer system, The Matrix would've been a much different movie. And much more popular with the psychedelics crowd.
We did it, fellas - we reinvented the CRT in the virtual world
Nice man, love your work! Keep it up ❤🧡💛💚💙💜
This is absolutely amazing.
Please keep doing it!
let him cook
I look forward to more videos!
This is such a good video. Well done.
This is fantastic!
I am walking through the process and I found a problem, but I am not sure if that was me, or there is something wrong with the original.
at 27:01, when translating the box, inside the fract() function I noticed that using "p" as input will not work since we are currently using "q" instead. Just as a heads up to anyone following along.
Please keep up the fantastic work!
Thank you for pointing it out!
Huge thanks for this point out I was stuck here implementing it in Godot 4.2 and was wondering if I missed something.
Guess whos back
Back again
Great content! I especially enjoyed the visualizations of every step.
However, the music can be a bit unpleasant when watching at a higher playback speed.
goh damn my new shaders course
Insta-subscribed! *Checks Channel* 2 videos and this is the last one?? What??? Teacher I need you •^•
Would love to hear about making shadows.
'Now' I subscribe. Love this!