Ruben Caliandro

Ruben Caliandro

Computer Graphics, Web Development and Videogames



19 Nov 2018

These are the basic Metaballs. They are just a sum of inverse distance fields with a threshold.

Here the THRESHOLD is used as a bias. Then the output is re-quantized into a number of gray levels.

Changing the distance field function you can obtain different shapes.

The next step is to split the three distance fields into different color channels. The channels are then mixed together, based on a TRANSFER vector that tells how much of each channel should be added to the another ones.

Here the previous experiments are merged together: quantization, shaping and coloring.

The THRESHOLDS, POWERS and TRANSFER values are now computed at run-time.

Finally, also the quantization levels vary depending on time.