Distance fields & implicit shapes · 7 / 10
Domain Deformation / Twist / Bend
評価する座標をねじり、形を曲げる。
Compare in motion
Interactive demo
ねじれる柱
AReference
変形しない柱
BDomain Deformation / Twist / Bend100%
形状定義を保ったまま変形できる
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 評価座標を時間でねじる → 柱がうねる。
A small visual example of a game use case. Games combine these techniques with assets and other effects.
Read the storyboard
例: ねじれる柱
1. Start
まっすぐな柱
2. Change
評価座標を時間でねじる
3. Result
柱がうねる
How it works
1. Input
元の評価座標
2. Process
ねじり・曲げて評価
3. Result
変形した形
Further reading
Unreal Engine Mesh Distance Fields ↗A general reference for this subcategory.