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

NameTypeNotes
layoutParameters<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.

Used by

ParticleField