Surfaces with character.

Twelve materials, shared by forward PBR and SDF ray marching.

The complete library

Twelve spheres. Changing light.

Forward PBR · dusk · native recorded playback

Both renderers use the same sphere layout, camera and lighting timeline. Glass shows how their light paths differ. Cloud drift is accelerated.

Run the matched scenes ↗
Inspect individual materials

Separate stills under frozen lighting. The order below matches the rows in the film.

Neutral gray · Forward PBR mesh specimen

Neutral gray

Neutral comparison surface

Limestone · Forward PBR mesh specimen

Limestone

Dry stone with filtered granular relief

Balanced marble · Forward PBR mesh specimen

Balanced marble

Subtle Balanced veins and warm mineral regions

Dry terracotta · Forward PBR mesh specimen

Dry terracotta

Dry granular terracotta with rough diffuse response

Ivory ceramic · Forward PBR mesh specimen

Ivory ceramic

Smooth ivory glaze

Satin bronze · Forward PBR mesh specimen

Satin bronze

Satin bronze conductor

Tinted glass · Forward PBR mesh specimen

Tinted glass

Tinted smooth glass with optical absorption

Unvarnished hardwood · Forward PBR mesh specimen

Unvarnished hardwood

Solid growth rings, long grain and end grain across cuts

Rusted steel · Forward PBR mesh specimen

Rusted steel

Dry dielectric oxide patches interrupt reflective steel

Kraft cardboard · Forward PBR mesh specimen

Kraft cardboard

Matte uncoated kraft fibers and pulp flecks

Plain-weave cloth · Forward PBR mesh specimen

Plain-weave cloth

Oriented plain weave with restrained grazing sheen

Frosted glass · Forward PBR mesh specimen

Frosted glass

Etched surface with softened reflection and transmission

How the renderers share materials

Both use the same recipe library. Forward PBR shades mesh spheres; SDF ray marching shades implicit solids. SDF glass follows a bounded interface path and resolves to the environment, without refracting neighboring specimens. Frosted glass filters that environment light. These are matched lighting studies, rather than an equivalence test between optical solvers.

Shared recipes and renderer details ↗
01 · SDF ray marching
Wood, marble, rusted steel and clear glass · one saved cut sequence.

Four materials, one cut

Wood, marble, rusted steel and clear glass reveal their interiors through the same saved subtraction.

Continuous material fieldSDF cutsShared recipes
Scene guide & source ↗

Four fields, the same cut.

Grain, veins, oxide and transparent interfaces continue through the solid. Compare the saved operation with the camera held still.

Wood and marble above; rusted steel and glass below.

Wood and marble above; rusted steel and glass below.
About this scene

Each solid uses its own continuous procedural material field. Glass samples the environment through a bounded interface path; it does not refract the neighboring solids.

A closer look · SDF

Building and cutting a solid.

Watch a robot take shape, look inside four materials, and try the ideas behind the surface.

Explore the SDF story ↗
Through-cuts in wood, marble, rusted steel and clear glass.