Raymarched Smoke Test

This is my first attempt at rendering a ray marched volume. On a current project, I need to fill a room with smoke. I have been using normal particles but have run into a few issues, so I wanted to try to create a volume instead as a test.

This was done following a tutorial - however, I have made a couple of changes. The main change is that this respects scene depth and will not render behind objects occluding it. The second is that I introduced blue noise to the calculations to reduce banding in the steps.

It is intended for VR. I haven't been able to test it out yet to see if the noise patterns or remaining banding will be too obvious.

April 25, 2021