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Excellent technical presentation! Though the style itself is a bit too "clay-like", like I wouldn't expect a cube melding with the terrain sand to be a smooth g
by eviks 10mo ago
Excellent technical presentation!
Though the style itself is a bit too "clay-like", like I wouldn't expect a cube melding with the terrain sand to be a smooth glued connection. Is that some "inherent" SDF thing or just a style of the demo?
- interpol_p 10mo agoI believe you can do regular hard edged intersections. You can see in his operator list some are listed as “smoothSubtract” and some are just “subtract” It’s just easy to do the melding thing with SDFs so a lot of people do it
- rcxdude 10mo agoFrom his description of the approach I suspect its also to smooth over sharp edges that the grid optimization doesn't like so much.
- nkrisc 10mo agoBasically it's the result of a smoothing function that blends the sampled SDF value of the two nearest bodies. You can simply pick the minimum SDF value and get no blending at all.
- jakkos 10mo ago> You can simply pick the minimum SDF value and get no blending at all. While this true for traditional SDF rendering (e.g. raymarching), the method of "interpolating cached distances" used here means that you will always get blending between objects.
- nkrisc 10mo agoOh right, of course. I wasn’t thinking about the specific implementation in the video. Thanks.
- tomashubelbauer 10mo agoI think it is an artifact of the optimizations he uses and while it's artistically limiting, I think a right game with the right visual language could make this work to its advantage in terms of uniqueness/distinctiveness. It's a one trick pony if not avoidable though.