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Amazingly beautiful work. Thanks for sharing your knowledge and process!

It would be cool to combine this with some kind of classifier for surface types and simulate water, glass, reflections, sub-surface scattering (basically other types of materials).

Have you played with any of the new hardware raytracing API’s from Nvidia RTX stuff?



I have not, but I'm including gltf 2.0 support in an upcoming version, so it should be possible to start exporting visualizations created with rayshader to more traditional 3D graphics workflows where you could take advantage of those features.




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