//=time() ?>
@orestiskon It's an illusion, the refraction hides the transition from existing to not-existing fairly well. The falling chunks do look kind of empty though, so maybe it's not that well hidden :)
Those nodes are just for the monkey and ice shaders + the ice particles
The deck, the important one. Cut through with an SDF and the backfaces are glowy, pretty simple effect. Mesh needs to be totally solid for it to work ofc
Displaced with 2.93 geo nodes since I wanted SSGI in the render and ugh I hate the 2.93 nodes so much lmao
The weird hair particles thing, and what it was going to be before I decided I couldn't be bothered :P
@Kanji2518 Ah ok. The fields prototype branch is no longer the main one being worked on (you're on the more recent branch now). But the prototype had some extra features which are not yet in master or the current temp-geometry-nodes-fields branch, which are your missing nodes.
Had an epiphany when tweaking the colours. Idk I just saw the glitchy cracking and stuff and thought it was cool, dunno what to do with this though lol
It's clean. But the challenge is making some kind of indirection texture setup that can point each sphere to a list of neighbouring ones, rather than every sphere checking all neighbours