renderAgents.relief
Particles standing on an image, seen through a camera: each carries the child's color at its home, and nearer particles win the color where they overlap.
renderAgents.relief(layout: Parameters<typeof splat.relief>[0], cfg: Omit<ReliefSplatConfig, 'name'> & {
out: [number, number]
weightedColor: {alphaK: number}
names: {splat: string; resolve: string}
}): RenderAgentsPipelines
Import sim from shaders/std and use sim.agents.renderAgents.relief.
out is the output size in texels.
Parameters
| Name | Type | Notes |
|---|---|---|
layout | Parameters<typeof splat.relief>[0] | |
cfg | `Omit<ReliefSplatConfig, 'name'> & { |
out: [number, number]
weightedColor: {alphaK: number}
names: {splat: string; resolve: string}
}` | |
Example
renderAgents.relief(fieldLayout, {shape, splatRCap: 24, aaW: 0.75, minAlpha: 0.02, fp: 1024, wobbleFreq: 1.3, perspK: 0.9, out: [outW, outH], weightedColor: {alphaK: 1.6}, names: {splat: 'reliefSplat', resolve: 'reliefResolve'}})
See also
renderAgents.volume— A 3D swarm seen in perspective: nearer particles draw larger and brighter, and the color runs from rest to excited with speed.