Yann Le Gall on Nostr: npub10l889…eath2 to make the curves, trace particles along a force field. For the ...
npub10l88929ze7h5h7g7pu7y0e0077c03zqtp9zk63zpx4gg7m2ypcnq8eath2 (npub10l8…ath2)
to make the curves, trace particles along a force field.
For the shading, I used the ray-tracing render engine in houdini.
each curve is extruded in the camera axis to make a wall. Then assign color and emission to the geometry.
For manual render, you can compute the signed distance field using the jumpflood algorithm, then for each pixel, ray march a number of rays to accumulate color value.
to make the curves, trace particles along a force field.
For the shading, I used the ray-tracing render engine in houdini.
each curve is extruded in the camera axis to make a wall. Then assign color and emission to the geometry.
For manual render, you can compute the signed distance field using the jumpflood algorithm, then for each pixel, ray march a number of rays to accumulate color value.