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Proper setup for shadertoy-style "rendering worlds with two triangles"


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This is a rookie question, but I have been making a lot of math-ey shapes with VEX Volume Procedurals (and before that Volume Wrangles) but I am realizing that a lot of my experiments aren't even using lighting at all... so I want to try just doing my raymarching of the volume in the shader itself and simply render to a plane.

I have two questions about this -- first when I render, how should I fit my camera to the plane?  Ideally, I would just be writing into the near clipping plane directly but I can't figure out how to set that up procedurally versus me just monkeying around in the viewport.

Second, in terms of aliasing the only thing that should matter here is primary rays... correct?  I have more experience with GPU shadertoy life wherein the AA needs to be done in the shader itself since there is only one "sample" that plops the fragment on the screen.

 

Thanks!

 

 

P.S. If anybody has an example setup or video of this, I would be grateful.  I have seen some 2D fractal art which I assume was written in this fashion but no HIP files.

 

Edited by xxyxxy
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