Hi,
Is the Ray query extension will be accessible in the glsl mat in the future?
Thanks!
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!