Bumpy Metaballs | Click and drag to rotate, mouse wheel to zoom. Double-click to go fullscreen.Go fullscreen
Grossed out? There are more materials!
Try another one!
Isosurface created with Marching Cubes, and bump added with normal mapping.
The metaballs don't have generated UV coordinates, and tangents can't
be
calculated with the usual method because it relies on texture
coordinates.
Following the triplanar mapping explained in this
GPU Gems 3 article
is possible
to generate the Tangent Space Basis in the fragment
shader.
Shading is the same MatCap as Spherical Environment Mapping.
Code by Jaume Sánchez @thespite using three.js.