Glsl Mat Ray query extension?

Hi,

Is the Ray query extension will be accessible in the glsl mat in the future?

Thanks!

Hello @_mini_uv, logging it for consideration, we might want to revisit how to expose acceleration structures first though.

@vincentDev
Just wanted to chime in here, the main reason I’ve been thinking about this is the ability to stay within TD’s built-in rendering pipeline while leveraging ray queries.
For example, having primary ray hits handled via rasterization. I can technically achieve this outside of the GLSL MAT by rendering geometry with a Render TOP, but doing it all inside the GLSL Material would be much more efficient. It would also open up the possibility of combining TD’s native lighting and other built-in rendering features with custom ray-traced shading, essentially a hybrid rasterization/ray tracing approach within a single material.
Would love to see this considered!
Thanks!

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