Title: Distance field blending Post by: Kali on November 15, 2012, 07:09:15 PM I want to achieve a blending effect between two distance-estimated objects.
I tried to do it my own way but no good results... Quilez describes a way to do it here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm But he uses "smoothcurve()" function? What is it? at first I thought it was a GLSL function but is not, and I couldn't find any clear references about what this function means and what it does... :hmh: Any clues? Title: Re: Distance field blending Post by: eiffie on November 15, 2012, 07:25:09 PM I remembered another thread on this...
http://www.fractalforums.com/programming/overlapping-spheres/ (http://www.fractalforums.com/programming/overlapping-spheres/) THIS ANSWER CAME FROM SUBBLUE SO IT CARRIES SOME WEIGHT :) I'm guessing smoothcurve is like the smoothstep function in OpenGL, which (from the spec): Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and performs smooth Hermite interpolation between 0 and 1 when edge0 < x < edge1. This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to: t = clamp ((x – edge0) / (edge1 – edge0), 0, 1); return t * t * (3 – 2 * t); ...or it may be like the exponential step function he shows here: http://iquilezles.org/www/articles/functions/functions.htm (http://iquilezles.org/www/articles/functions/functions.htm) Title: Re: Distance field blending Post by: Kali on November 15, 2012, 08:17:56 PM Thanks eiffie! The weird thing is that before opening this thread, I did a search here at the forums for the word "smoothcurve" and no results, I did it again now and I found the post you pointed at :hmh: |