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.
![Stills from the SDF shader](https://prod-files-secure.s3.us-west-2.amazonaws.com/83d435d6-7eda-4c57-8287-53a6832957ff/5c07f4b5-d62f-41b5-95f8-141f311fc397/frame-5.png?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=AKIAT73L2G45HZZMZUHI%2F20240725%2Fus-west-2%2Fs3%2Faws4_request&X-Amz-Date=20240725T122156Z&X-Amz-Expires=3600&X-Amz-Signature=f14ac11aab2aee6a5f30cf9f2a51e930d78e21e6810f396977feefda62c3bcb8&X-Amz-SignedHeaders=host&x-id=GetObject)