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Manual 1.0 Manual 0.9.23
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Procedural Raytracer

Procedural Raytracer

Updated: 16 Jul 2025

Renders a procedural system as a raytraced surface.

Method #

This node renders a procedural system as a raytraced surface using ray marching, allowing for significantly more detail and complexity to be rendered.

Ray Marching is a technique for rendering signed distance fields (SDFs) by drawing a ray from the camera and stepping through the SDF using the step size. If the distance to the closest surface (which easily calculable using an SDF) is lower than the step distance, then we know the surface has be hit and the system can be calculated. If the step size is too high, the ray can pass through surfaces it should hit, or hit surfaces it should miss. Lowering the step size can improve this, but can heavily impact perfomance. Complexity of the procedural system can also impact the surface detail, so simplifying the procedural where possible can also improve both accuracy and performance.

The Volumetric mode is a great way to generate clouds, and supports field materials.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position XThe objects position along the local x-axis.
Position YThe objects position along the local y-axis.
Position ZThe objects position along the local z-axis.
Rotation HeadingThe objects rotation around the local y-axis.
Rotation PitchThe objects rotation around the local x-axis.
Rotation BankThe objects rotation around the local z-axis.
Scale XThe objects scale along the local x-axis.
Scale YThe objects scale along the local y-axis.
Scale ZThe objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Render ModeControl how the procedural is rendered after being traced.
  • Solid : The surface is treated as a solid surface.
  • Volumetric : The surface is treated as the boundary to a volume, such as a cloud or steam. Inside the volume, the further from the surface the ray travels the density increases. Useful for cloud and atmospheric effects.
Step SizeHow far the raytracer steps each iteration while finding the surface of the procedural.
Bounds SizeSets an outer bound for the volumetrics. Lower values can improve performance and limit the expansion of the procedural, while higher values may lose quality and impact performance - but allows for massive procedural systems to be rendered.
VisibleControl whether the node is visible or not to the scene.

Inputs

NameDescriptionTypical Input
MaterialTBCTBC
Affecting LightsTBCTBC
Excluded LightsTBCTBC
Colour TextureTBCTBC
Diffuse TextureTBCTBC
Specular MapTBCTBC
Emissiveness MapTBCTBC
Metallicness MapTBCTBC
Roughness MapTBCTBC
Normal MapTBCTBC
Displacement MapTBCTBC
Alpha MapTBCTBC
Ambient Occlusion MapTBCTBC
Composite NodesTBCTBC
MappingTBCTBC
Bounding BoxTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
VisibleTBCTBC
HardnessTBCTBC
Error OffsetTBCTBC
Bounds SizeTBCTBC
Colour RTBCTBC
Colour GTBCTBC
Colour BTBCTBC
Colour ATBCTBC
ColourTBCTBC
Specular Colour RTBCTBC
Specular Colour GTBCTBC
Specular Colour BTBCTBC
Specular Colour ATBCTBC
Specular ColourTBCTBC
Rim Lighting Colour RTBCTBC
Rim Lighting Colour GTBCTBC
Rim Lighting Colour BTBCTBC
Rim Lighting Colour ATBCTBC
Rim Lighting ColourTBCTBC
Absorption Colour RTBCTBC
Absorption Colour GTBCTBC
Absorption Colour BTBCTBC
Absorption Colour ATBCTBC
Absorption ColourTBCTBC
Shadow Catcher Colour RTBCTBC
Shadow Catcher Colour GTBCTBC
Shadow Catcher Colour BTBCTBC
Shadow Catcher Colour ATBCTBC
Shadow Catcher ColourTBCTBC
Diffuse Coat RTBCTBC
Diffuse Coat GTBCTBC
Diffuse Coat BTBCTBC
Diffuse Coat ATBCTBC
Diffuse CoatTBCTBC
BrightnessTBCTBC
Specular IntensityTBCTBC
AlphaTBCTBC
MetallicnessTBCTBC
RoughnessTBCTBC
Specular FalloffTBCTBC
Specular AnisotropyTBCTBC
Diffuse FresnelTBCTBC
EmissivenessTBCTBC
DensityTBCTBC
GlowTBCTBC
Baked Diffuse IntensityTBCTBC
Alpha Sort BiasTBCTBC
Normal Map IntensityTBCTBC
Normal SmoothnessTBCTBC
Smoothing AngleTBCTBC
Motion Blur Velocity ScaleTBCTBC
DisplacementTBCTBC
Displacement OffsetTBCTBC
Rim Lighting IntensityTBCTBC
Rim Lighting FalloffTBCTBC
Subsurface Scatter RadiusTBCTBC
Subsurface WeightTBCTBC
Parallax AmountTBCTBC
UV Scale XTBCTBC
UV Scale YTBCTBC
UV Offset XTBCTBC
UV Offset YTBCTBC
Diffuse UV Scale XTBCTBC
Diffuse UV Scale YTBCTBC
Diffuse UV Offset XTBCTBC
Diffuse UV Offset YTBCTBC
Texture Mip BiasTBCTBC
Refraction IORTBCTBC
AberrationTBCTBC
Transparent DiffuseTBCTBC
AbsorptionTBCTBC