The ray tracer renders with a ray tracing algorithm, multithreaded using Luau and a python web server hosted locally and ensures my PC is being tortured at maximum efficiency
Renders quite fast with parallel Luau (faster renders are usually mostly occupied with uploading to the server)
Trying it yourself & contributions much appreciated, more images coming soon
images
upload times ± 20 seconds on all images considering upload time is inaccurate (program waits for user input before continuing while still counting the time)
3 minutes render time
newer version of parallel implementation: 126 seconds w/ upload
Frame compression (i’m pretty sure). Never use a single frame for every pixel. You can at least use 1 frame to represent 10 pixels with UIGradients. And if your renderer doesn’t have much colours, you can do a lot of frame count reducing.
I actually found something out for a one time HIGH resolution image, you have to code a PHP program to make an image outside of Roblox studio, so you don’t use so many frame instances, but still get the r a y t r a c i n g
So yeah that is one of the downsides of using the UIGradient trick. Unless your image is perfectly square and you tweak it specifically every time (so no high contrastable images as you get blurs on the contours) it will cause a bit of blur. There is actually better ways to do this than using PHP, you can use a django backend along with opencv and GRIP to basically create a macro which takes a image of a selected portion of your screen (very easy with opencv) and then get those images data and run it through some shader. Now that’s not very impressive is it though? That’s why people like to code it in luau
I easily removed the blur from BoatBomber’s greedy canvas system by making sure it only allows ten colours max for pixels per gradient. This removes the blur and creates a clean image while also having super efficient compression. Sure you may get at least a thousand or so frames, but it is still waaaay much better than having a frame for every pixel.