renderAgents.volume
A 3D swarm seen in perspective: nearer particles draw larger and brighter, and the color runs from rest to excited with speed.
renderAgents.volume(layout: Parameters<typeof splat.volume>[0] & RampResolveLayout, cfg: Omit<VolumeSplatConfig, 'names'> & {
ramp: Omit<RampResolveConfig, 'name' | 'res' | 'invGain'>
names: VolumeSplatConfig['names'] & {resolve: string}
extraOnSplat?: boolean
}): RenderAgentsPipelines
Import sim from shaders/std and use sim.agents.renderAgents.volume.
Parameters
| Name | Type | Notes |
|---|---|---|
layout | Parameters<typeof splat.volume>[0] & RampResolveLayout | |
cfg | `Omit<VolumeSplatConfig, 'names'> & { |
ramp: Omit<RampResolveConfig, 'name' \| 'res' \| 'invGain'>
names: VolumeSplatConfig['names'] & {resolve: string}
extraOnSplat?: boolean
}` | |
Example
renderAgents.volume(simLayout, {shape, outRes: 1024, maxSplatSize: 12, extQ: 6, ramp: {colorSpace: 0, exposure: true, trails: 'none'}, names: {splat: 'swarmSplat', glow: 'swarmGlow', profile: 'swarmProfile', resolve: 'swarmResolve'}, extraOnSplat: true})
See also
renderAgents.orientedWorld— Agents with a heading, drawn as a shape pointing the way they move (or the way they are turned), colored from a rest color to an excited color.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.