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by haxiomic
967 days ago
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Thank you! I worked on this We start with a point cloud generated from the model which has color and normal and render each particle as a little hexagon with metallic and iridescent shading. Each particle is given a position and velocity in a texture. Each frame we do a physics step that writes to these textures with fragment shaders. We sum the forces into the velocity texture: - mouse interaction force - flow force from time varying curl noise - spring force to return to original position - air resistance last we do a euler step to update position texture.
There’s masses of free parameters to control forces and materials, the animation is created by changing parameters per-particle over time Tech: three.js, GLSL & TypeScript Tip: Left click to push apart, right click to pull together! |
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