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Joined 2 months ago
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Cake day: June 16th, 2026

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  • 32 is a deliberate ceiling for this edition, not a limit of the technique. The design goal was set no compute no buffers one file shapes travel as uniform arrays, and every primitive adds a distance eval to every march step on every pixel, so a fully analytic field doesn’t want hundreds anyway. The scaling tricks are exactly the ones you list bake everything static into a precomputed SDF texture and sample it as a single primitive. That’s the natural direction for the node based edition if it grows to v2

    Hadn’t seen the liquids part of that SIGGRAPH talk thanks for the pointer, watching it.