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Render>Shape>Clay(Isosurface)
さらに丸みをだす📦

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the isosurface structure here consists of 4 basic layers of the different types of tessellation
- one is for the the basic isosurface form is in white color
- the 2-nd, 3-rd and 4-th layers are reconstructed isosurface of 3 custom tessellation i developed in special way

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`Hexagonal Prism` is `explained` here in connection with `tessellated Isosurface` in this drop

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i successfully ported my metaballs to use compute shaders

the metaballs animation and the marching cubes isosurface extraction happen entirely on the GPU, leaving the CPU to be almost completely idle

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for example, something like this is only really doable with an isosurface, trying to displace geometry to this shape procedurally just isn't really doable (especially where it breaks into separate pieces, which ofc is impossible with only displacement ;)

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Made with Processing () + HE_Mesh library (thanks ) for Isosurface and STL export.

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