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you can see the lines get all zig-zaggy when they approach the center, it's a pretty challenging problem to solve when all you have to work with is the distance to the nearest face. I just threw more iterations and smaller step sizes at it, but it does mean it's damn slow
look it's dynamic!!11! it's like a elden gneshin of the zelda i'm so sexy
As for the dust it's just a basic dissolve with a procedural oronoi + static noise. The noise moves with the particles, the voronoi is in world space.
The dissolve is also biased when the camera is near, as a neat way to integrate depth fade without ruining the effect.
It's an evolution of the nodes from earlier, thanks to some improvements in 3.1 it's actually a sensible thing to do now (Thank god the Instance on Points keeps attributes intact now!)
Here's base colour, and matcap with/without the datatransfer for comparison
I'm using my custom SDF noise for the noise pattern (the cute little bubble things) but you can just replace it with regular perlin noise and it'll still work about the same.
The creases are geometry nodes as well. Weight painting to choose where to place them since it's not really procedural-able, and the displacement is just mapped to UV's as well
The stitching is shrinkwrapped curve decals with a really simple shader setup as well
The fluff is also just a straightforward shader based on the same UV's. I haven't lit the rest of the model yet, this is just the base texture without any actual "shading"