PICO-RAY
Brought to you by the same productivity-focused team as Hypercolor Paint, PICO-RAY offers state of the art 3D modeling and rendering capabilities for the Pico-8 computer system.
Features:
--Ray marched, photo-realistic 3D graphics
--Soft shadows, ambient occlusion, reflection, refraction
--Materials properties, including: color, gloss, reflection, refraction, patterns
--Primitives including: box, sphere, torus, cone, plane, sponge, and landscape
--Realtime wireframe box previews
--Quick render modes for preview
--2x2 anti-aliased high-quality mode
Instructions:
PICO-RAY requires the pico-mouse to operate. Click on menus and increment widgets to create and edit geometric primitives.
Menus:
-REND- Control rendering options
1x1:No skipped pixels
2x2:Render 2x2 blocks
4x4:Render 4x4 blocks (faster)
QUICK: Render in fast grayscale with no shadows/materials (only 2X2 and 4X4)
NORMAL: Render with shadows, materials
HIGH: Render with anti-aliasing on (slowest)
OUTLINE: Show bounding boxes for all objects (selected object highlighted in blue)
HIDE MENUS: Hide menus for saving screenshots (click to turn menus on
-PARAM- Create new objects and change the dimensional properties and shape of objects.
[OBJECT TYPE] Type of the selected object primitive. Click left/right to change type.
[Properties] Depends on the object type (e.g. height, width, depth of box)
MAT: Material number (can also change form MAT menu)
NEW: Click to create a new object--defaults to location 0,0,0
DELETE: Delete selected object. Scene must contain one object, so last object cannot be deleted. (However it's object type can be changed.)
-LOC- Adjust object position and orientation
X:
Y:
Z:Click on arrow buttons to move selected object along axis. Hold down to repeat.
AX:
AY:
AZ: Click on arrow buttons to rotate selected object about axis.
-CAM- Control the camera location and orientation
CAM X:
CAM Y:
CAM Z: Control the camera location
CAM AX:
CAM AY:
CAM AZ: Control the camera angle
-SCENE- Adjust the scene properties
L AX:
L AY: Direction of light source. (Infinite, directional light)
SKY1 R,G,B: First sky gradiant color. RGB goes from 0 to 1 for colors
SKY2 R,G,B: Second sky gradiant color.
SUN RGB: Color of sun glow (seen when looking into the light source)
-MAT- Material properties
MAT: Material number of selected object. (Also, number of material currently being edited.)
COL R,G,B: Base color of material.
SPEC: Specularity of material.
GLOSS: Glossiness of material.
SHINY: Shine of material. (SPEC, GLOSS, and SHINY work together to create matte or glossy surfaces)
REFL: Reflectivity (0 to 1)
TRANS: Transparency of mateiral from 0 to 1 (completely transparent). This is affected by color of material. A value other than 0 will also enable refraction, which slows rendering.
IOR: Index of Refractin. A value of 1.5 is approximately equal to glass. A value of 1.0 is equal to air. Refraction slows rendering.
Material defaults:
1--White
2--Red
3--Green
4--Dark Blue
5--Yellow
6--Light Blue
7--Purple
8--Orange
9--Black
10--Light Mirror
11--Dark Mirror
12--Wood Pattern
13--Black and White Tile (works best on planes)
14--Clear Glass
Primitives:
BOX: Box with Width, Height, Depth
SPHERE: Sphere with Radius
TORUS: Donut with R1 Major Radius and R2 Minor Radius
CYLINDER: Cylinder with Radius and Height
PLANE: Plane -- no properties. Note that the plane defaults to to 0,0,0 which may block the camera.
SPONGE: Menger Sponge fractal
TERRAIN: Mountain range
wow!
Postcard cart was impressive but this is another level
Excellent work (as usual? :] )
I don't have too much time to mess with it right now but this is insane! I'm going to enjoy playing with this! ^_^
Would it be possible to set light source location?
Anything with a ceiling ends up being totally black!
Right now it's directional only...
Maybe version 2 would have point lights, light emitting objects. [Electric Gryphon starts eyeing "Ray Tracing: The Next Weekend" on Amazon...]
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