the big white plane is a mesh of ShapeGeometry (a shape wish a hole) and modified MeshStandardMaterial
ribbons are a mesh of InstancedBufferGeometry and modified MeshStandardMaterial (I didn’t use THREE.extendMaterial from @Fyrestar like in the video, so, for correct shadows, I patched MeshDepthMaterial manually)
this looks awesome @prisoner849, i saw @akella’s video and this is probably one of my fav effects. though i don’t understand the math. is it just ootb throwing shadow on itself btw? i always thought that distorting vertex wouldn’t affect shadows for some reason.
That’s why we need to do the same stuff with vertices in MeshDepthMaterial/MeshDistanceMaterial.
And the part I don’t like most of all is computing of normals