A node-based pathtracer on the GPU integrated into vvvv
It's something around "pre-alpha". Feature-incomplete, but perhaps fun to fool around with and get a taste of what's possible. At the moment, you can render spheres, boxes, and arbitrary SDFs in basic material setups. Performance varies based on scene content but is definitely not optimized much at this point.
There are many raytracers available today. The distinguishing feature about this one is the emphasis on procedural content. With vvvv comes support for procedurally defining the objects in your scene. In addition, you gain the flexibility of a big collection of nodes to define custom pipelines, mix raytracing with rasterized rendering, and more.
This raytracer is a collection of HLSL shaders designed to take input from vvvv.DX11 buffers. There are also some convenience patches for outputting the render and defining different primitives, materials, and lights. The rest is up to you.
You can choose to render iteractively (continuously adding samples) or set a desired sample limit. You can also output animations or single images - all the abilities of vvvv are at your disposal.
- construct your scene graph, material definitions, and lighting through nodes
- change source shader code on the fly
- support for primitives and signed-distance field volumes
- basic diffuse/specular materials
- textures
- VL-based scene construction
- photometric light units
- HDRI/IBL support
- physical sky
- polygonal meshes
- accelerated through BVH
- principled material
- volume material
- girlpower (tutorial) patches and examples