12 August 2020
Signed Distance Functions
Custom Shaders for Print
Upon further experimentation with GLSL I chose to challenge myself in writing a script that includes ray-marching and signed distance fields (SDF) in order to create meta-blobs. After a short while I noticed how the meta-blobs show physical attributes that are similar to that of the wax inside a lava lamp. Upon further experimentation a fresnel effect was implemented in order to give the blobs more aesthetic quality.