80s and 90s Ray Tracer Shaders

That’s great to look at a screen shot but I struggled with Imagine for long enough I don’t think I really want to go back and do that again. It was the best for me at that time but I was glad to see it replaced with something better. :sweat_smile:

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“Koff, koff …” did you say: "back then?" :smiley: Dude, I was there! I wrote lots of “assembly language,” in order to build (for myself …) tools that were a tiny bit better. (And, on a larger scale, I wrote modifications to mainframe operating systems that were [mostly] hand-coded in assembler!)

Why? Because there was literally no other way to do it. At that time. (Did you say: “resorting to?” There wasn’t an alternative. Yet.)

Decades later, the movie Tron first introduced “computer” graphics to us on a cinematic scale, and sure hope you had $100,000+++ to pay for the hardware.

In those days, there was no “ready market” for computer hardware. I once paid $1,200+ for a computer with a “hobbled” 16-bit processor and (gasp!) 1 mega-byte of memory!! And yet, that was where we were at the time.

And – “I have never stopped riding that horse,” nor do I intend to do so. It’s still “one helluva ride.” However: Nostalgia notwithstanding, I will never go back there.

(Even in the "pure-Blender" world: I will never go back there!)

I would be very excited to be able to use these shaders in Godot! I’ve been rendering in blender beforehand with the pov@ble extension. I believe Godot even has a website for sharing shaders called godotshaders.com

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I had that for my Amiga 500!

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Hi Blue_Mue, I’m really glad you found the POV@Ble thread useful!

Right now I’m finishing up the add-on side of the shaders for Blender. The core shader work has actually been done for quite some time, but I’m polishing the tooling and workflow so everything is easier to use.

Once that’s finished, my next step will be porting the shaders to Unity, Godot, and Unreal. The good news is I’ve already started working on that.

When everything reaches a stable release state, I’ll decide how to distribute them (paid, free, bundle, individual) and which platforms they’ll be available on.

Thanks again for sharing your excitement!

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Now this looks interesting. Been always wanting a way to make these retro-style shaders in Blender post 2.79, but no one’s really been able to give any advice besides “download older software”. And though valid, it also means the removal of the newer software’s added features (which I also want).

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Yeah, when I first started researching all this stuff, I came across the same kinds of comments, or ones that are generally negative about the pursuit entirely.

There is good information out there you’re just not going to find it in most forums talking about the subject. If there’s little to no math being discussed in a potential resource (video/forum/blog/document/etc.), it can usually be ignored. For the stuff that’s either too obscure or not documented, I had to get creative and figure out the math on my own through observation and constant trial and error.

I’ll probably post an update with some screenshots and maybe a quick video next month. Right now, I’m just finishing up porting my work from Blender to Unity. The Amplify Shader version is 90% done, then I’m going to make a Shader Graph version.

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