IsoNoise (Icosahedron + Perlin noise + Isolines + SelectiveBloom)

Hi community!


Demo + source code:

Here is a thing, inspired with a question of how to put gradient on a sphere, distorted with noise, in dependance of height (radius, actually).

The Thing consists of IcosahedronGeometry and modified MeshStandardMaterial.
Isolines made with the code of the anti-aliased grid: Anti-Aliased Grid Shader - Made by Evan
Normals computed with the code from this SO thread: opengl - GLSL calculating normal on a sphere mesh in vertex shader using noise function by sampling is producing strange graphical errors - Stack Overflow
Distortion/deformation made with Perlin noise.
“Selective Unreal Bloom” is used to emphasise the isolines.
Final touch: background is WebGLRenderTarget, whose texture assigned to scene.background.


Wonderful, as always! :slightly_smiling_face:

1 Like

@oldsegotia Thanks :beers:


Just what I’ve been looking for, thanks!