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how do you make a raymarching thing go spinny like in this screenshot from Tandis
probably impossible without derivatives but i'm willing to accept that
That was a lot of chessposting. Have some quaternion julia sets, as a treat These act as 3D slices of 4D extensions of julia sets. I believe this one is cubic in nature. To render these we use some math I dont understand from this blog to generate a distance estimator that can then be used to raymarch the sets. Raymarching is essentially marching along rays coming from the camera, only moving as far as we know we can move safely in any direction, until we hit something. This safe distance is where the distance estimator comes in. Anyways pretty pictures
This one I have a 3D print of
And this one I've colored the slice of it based on the coloration of the corresponding 2D julia set
Finally, RGB Gamer Fire
Working on raymarched sun shafts☀️ for my asset Gimme Cloud Shadows.
Coming along nicely😎Just need to port it to URP and HDRP.

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