Spurred on by my success with 2D metaballs, I went ahead and implemented them in 3D, again with GLSL using raycasting..
I must admit however, I mostly stole the idea from this guy. http://vimeo.com/9121195
So far doesn't have any real optimisations to speak of. I have some planned however.
Edit: I've uploaded the fragment shader for this effect for people to look at. It's not all that efficient and could do with a few optimisations but it's a good start.
It starts off using a simple raymarch to find the metaballs and then refines it with a binary search. The main slow down here is running the raymarch when you can't see the surface at that particular fragment, it ends up searching all the way to the end and finding nothing.
http://needsmoreninja.joerobson.net/Fragment3D.fs
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