Hi community!
Here is an attempt to create isolines of constant width, in TSL.
Another option, with the using of mx_fractal_noise_float, and with simple DragControl:
Demo: https://codepen.io/prisoner849/full/QwEbGBV
Also very nice, but doesn’t conform to the headline of this thread anymore.
I’d like to see constant width isolines in a tiltable setting, for use in a digital elevation model …
The areas marked red are not constant width, in my view:
The reason I got curious was the very headline itself. Because I once worked on a digital elevation model (DEM) to which I applied “faked” isolines, by projecting horizontally (i.e. texturing) the mesh using a linear bitmap pattern of say: one horizontal black pixel row followed by 99 rows of white pixels stacked horizontally. If the black pixel row would happen to strive a nearly flat part of the DEM, a very much widened appearance of the isoline would result, that is, a very much non-constant width of isolines.
Example:
Note, how the dark blue 1500 meter-above-sea-level iso line is “bleeding out” at around the 7 o’clock position. I was hoping for a method how to avoid that.
The thin black lines are of constant width. The distances between these lines are not constant, but this is natural phenomenon and is often seen in maps.
Paul’s first example does show lines of constant width, albeit varying distances from each other, reflecting the elevation properties of a terrain, so to speak.
Maybe I’m mistaking the dark brown areas as isolines (of varying width), whereas Paul is referring to their black outlines only.
Yes, there are alternating colors between layers, but the thin boundaries between them are equally thin.
PS. To be brutally precise, there is irregularity in lines, but smoothing the edges makes it impossible to spot it. If lines are made thicker and less smooth it is easy to find issues:
The only thing that comes to mind, is this approach: Anti-Aliased Grid Shader - Made by Evan ![]()
If I understand you correctly he doesn’t care about the domain inside the line, it just happens to have thickness because of the texture. If it’s an infinitely thin line, can it be drawn with a fixed width.
Say if you were to slice it with a plane and create line segments, using something like fat lines, without them going through the terrain.
Selecting the vertex.y radio button from the referenced article gives exactly(!) the desired effect! Really cool and many thanks! ![]()
This is a pretty much doable thing. Tried this approach before to create a funny effect ![]()
Demo: https://codepen.io/prisoner849/full/qBgQNOd



