Run in turbo mode (shift-click the green flag) and use TurboWarp for reasonable rendering speeds: https://turbowarp.org/1223358477
(Previously shared on my previous account @MexaStudios) This is a 3D rendering program that works by bouncing thousands of rays around a 3D scene to realistically simulate the physics of light. Features: • Spheres and planes • Dielectrics, metals, and emissives • reflections with fresnel reflectance • Depth of field with a hexagonal aperture • @piano_miles filmic tonemapper + Gamma Correction • Global Illumination, soft shadows, surface roughness • Normal mapping • Progressive sample refinement Thanks to Inigo Quillez for the sphere intersection formula and thanks to @badatcode123 for porting it to Scratch and lending me it Thanks to @piano_miles and @spinningcube for helping me debug thanks for @badatcode123 for teaching me how to pathtrace in the first place and for helping a lot @piano_miles for the filmic colorspace the checkerboard texture is from https://scratch.mit.edu/projects/798232649/ Thanks to @SpinningCube for helping a lot with the DOF and for figuring out the normal map for the floor. Used this article for depth of field basics: https://medium.com/@elope139/depth-of-field-in-path-tracing-e61180417027