3 ms·
> [...] nobody is going to make a plausible human programmatically by composing geometry out of primitives like spheres, cones, and boxes. Or even blobs/metabal
by virtualritz 4y ago
> [...] nobody is going to make a plausible human programmatically by composing geometry out of primitives like spheres, cones, and boxes. Or even blobs/metaballs or isosurfaces.
Actually that is exactly what people did in the aformentioned Organica modeler in the 90's. Yes, using a GUI modeling app but that is not a requirement here.
Some vids that show what is possible with a text editor and not much effort (if you have a lib of ready-made SDF components you string together in code):
https://www.shadertoy.com/view/3lsSzf https://www.shadertoy.com/view/3lsSzf
https://www.shadertoy.com/view/WsSBzh https://www.shadertoy.com/view/WsSBzh
So yeah, I'd disagree with the 'nobody'. I wrote shaders for blokcbutser VFX as part of my job for over a decade. We regularly did some very complex SDF stuff there simply because we had to.
I think Gilles Tran especially would be the kind of person who'd do that sort of stuff[1] if the object in question was central enough to the image.
Which the motion blurred human figure in the "The wet bird" was not.
[1] http://www.oyonale.com/modeles.php?lang=en&page=6 http://www.oyonale.com/modeles.php?lang=en&page=6