5D Graph
Volume raymarching
Function of the form f(x,y,z,t) — use variabile
x,y,z,t
in the selected domain:
float radius = 0.4 + 0.05 * sin(t * 0.7); // helix radius varies float twistSpeed = 1.0; // rotation speed float helixHeight = 1.0; // vertical scale // Rotate coordinates over time float angle = twistSpeed * t + z * 3.0; float hx1 = cos(angle) * radius; float hy1 = sin(angle) * radius; float hx2 = cos(angle + 3.1416) * radius; // opposite strand float hy2 = sin(angle + 3.1416) * radius; // Distance to each strand's center line float d1 = length(vec2(x - hx1, y - hy1 * helixHeight)); float d2 = length(vec2(x - hx2, y - hy2 * helixHeight)); // Gaussian falloff for smooth density (0
Domain (min — max for each spatial variable). Values are mapped to [-1,1] internally.
Alpha scale (max value = no transparency)
Quality (raymarching steps)
Time control
Pause
Reset t
Anti-banding: jitter
Light enabled
Toggle
Light position (world space)
intensity
lightSteps
attenuation
min alpha threshold
Apply / Compile