Hey all. Today, I have something pretty cool that I made in my spare time.
I present to you all my custom textured roblox ray-tracing GUI!
Here are some rendered scenes!
Main demo scene
(152s) (82030 frames) (600x600)
Dining table
(96s) (43758 frames) (700x700)
Demo scene of current materials
(53s) (48740 frames) (700x700)
Textured scene with grass and objects
(156s) (71164 frames) (700x700)
Demo scene of glass and tinted shadows
(53s) (33308 frames) (600x600)
Raytracing is nothing new to the world of computers. But a roblox ray-tracer is something that is pretty rare to see due to multiple reasons;
- Roblox doesn’t have an efficient way to draw pixels on to the screen
- Renderering images and gui objects uses the CPU instead of the GPU
- Performance issues
- Slow rendering times for high resolutions
- And many other limits and issues
Now even though my ray-tracer is just another one of the few ray-tracers on roblox, it is very powerful roblox ray-tracer that has many features that you don’t see in much roblox ray-tracers. Such as:
- GUI frames compression (reduces the amount of frames being used by approximately 80-90%)
- Colour compression (helps reduce the frame count from very colourful scenes with shading and textures)
- Textures
- Lots graphical procedures (such as: Reflections, Diffuse shading, Specular lighting, Texturing, Transparency)
- Clean and high resolution renders
There is also a lot of missing features from this ray-tracer that I will eventually implement. Such as;
- Lights
- Refraction
- More advanced textures
- Soft shadows (maybe)
- Anti-aliasing
- Even more optimization
- Removal of that annoying fisheye effect
- Finding an alternative and more performant way to draw pixels on the screen instead of using a GUI
I am also open for feedback and any suggestions that I could implement to this ray-tracer.
Let me know what you guys of this project!