I'm gonna guess on how you did that, tell me how wrong or right I am you took a couple of sine waves and added them up in different dimensions to make a function that's dependent on time to get some value that's either negative or positive (you could have also moved everything up to make it from 0 to something instead of -something to +something) after you got that function that you can sample at any 3d point to get a value, you made a sort of raymarching algorithm to march a ray until it hits some part of space whose value is right at the threshold of becoming part of the volume, and saved that coordinate, and to calculate the color you calculated the normal of the surface at that point and took the cosine of the angle of that and the light direction and if it's close enough to a threshold you colored it white for specular reflections, and the general color you decided by using a 3d function to get a number similar to the volume function. only thing I'm not completely sure about is how you got an sdf from that for raymarching, perhaps you simply used the value of the function itself?
oh and to decide where the lines are you took the y coordinate or some other coordinate depends on which way the lines go as I can't really tell and took the mod of that to make it a repeating effect and shifted the specific place the lines are with time, and did the same in the other direction
I'm gonna guess on how you did that, tell me how wrong or right I am
you took a couple of sine waves and added them up in different dimensions to make a function that's dependent on time to get some value that's either negative or positive (you could have also moved everything up to make it from 0 to something instead of -something to +something)
after you got that function that you can sample at any 3d point to get a value, you made a sort of raymarching algorithm to march a ray until it hits some part of space whose value is right at the threshold of becoming part of the volume, and saved that coordinate, and to calculate the color you calculated the normal of the surface at that point and took the cosine of the angle of that and the light direction and if it's close enough to a threshold you colored it white for specular reflections, and the general color you decided by using a 3d function to get a number similar to the volume function.
only thing I'm not completely sure about is how you got an sdf from that for raymarching, perhaps you simply used the value of the function itself?
oh and to decide where the lines are you took the y coordinate or some other coordinate depends on which way the lines go as I can't really tell and took the mod of that to make it a repeating effect and shifted the specific place the lines are with time, and did the same in the other direction
Almost all right. It's just no Signed Distance Field, just pure "equal size per step" voxel tracing. So almost all cool with your description.
This is sick as hell!!