4 ms·
let scale = 27.9; let x = x * scale; let y = y * scale; let z = z * scale; let sphere = sin(x)cos(y) + sin(y)cos(z) + sin(z)cos(x); let fill = abs(sphere) - 0
by sans_souse 2y ago
let scale = 27.9;
let x = x * scale;
let y = y * scale;
let z = z * scale;
let sphere = sin(x)cos(y) + sin(y)cos(z) + sin(z)cos(x);
let fill = abs(sphere) - 0.2;
let gradient = sin(sphere)cos(y) + cos(z)*sqrt(sphere);
let sphere = sqrt(square(x) + square(y) + square(z)) - 23.77;
max(sphere, gradient)
No idea what I'm doing but it's fun