Hi community!
Picture:
Demo + source code: https://codepen.io/prisoner849/full/PoOKrPO
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
.