Curious if this is the best done in WebGL to date, or if there's even better out there? Or what this does and doesn't do, and where next obvious areas for improvement would be?
Curious if this is the best done in WebGL to date, or if there's even better out there? Or what this does and doesn't do, and where next obvious areas for improvement would be?
But there are some neat tricks which, while not necessarily transferable themselves, might serve as inspiration for other problems.
I actually came here to comment on the blur on the edges of the large drops. My guess was it was a fast way to give a passable result for the more complicated refractions occurring at the edge of the drop. Is there a link at which I can follow your work? Thanks!
By that point I had already spent more time on this than I'd have liked, and allowing for a little blur was an easier way for it to look good enough.
I haven't been doing any "public" work lately, but I'll post anything I make on my Twitter[1], especially if I ever get to finish this updated version.