playing with this concept over the weekend. I like how the colors/glow turned out.
@ylegall getting isolines as curves to move oriented quads along is next level stuff. i wouldn't even know where to start.

@lritter Thanks, the software I'm using (Houdini) has some nice utilities.

For example, Houdini provides a "copy to points" operation which can transform arbitrary geometry onto points with attributes to control orientation, scale, etc. so it is essentially building a 4x4 matrix to transform vertices.

@ylegall thank you. what you do once you have the points was clear to me but how do you get the points?
@lritter @ylegall I assume it's like blender's "distribute points on faces". you just delete the ones that aren't near the isolines and the ones that are too close to each other?
@aeva @ylegall you can snap them with a distance field but how do they move? you would have to take the gradient and pick a tangent which is easy on a 2-manifold; yet you have two possible directions: cw/ccw
@lritter @aeva @ylegall
In a previous comment, the algorithm for building the isolines is described. I‘m guessing that the points of a line are then converted to curve primitives and evenly resampled using Houdinis „resample“ node. Houdini easily allows you to assign a value „u“ along a curve ranging from 0 (start) to 1 (end). This value can be used to look up the global xyz-position for a point at „u“ along the curve. Incrementing „u“ for every point moves it along the curve.
@jungkopf @lritter @aeva @ylegall yeah my guess too - the isolines don't change, so the isolines could be approximated by b-splines on the manifold, then animating is easy (since you know the arclength for the animation, which would be hard/impossible(?) to parametrically describe)
@mmby @jungkopf @aeva @ylegall yes b-spline approximation is not trivial. this is the tough part.

@lritter @jungkopf @aeva @ylegall there is one very pointy part of an isoline where that 0 and 7 is

if you carefully watch it, the numbers don't change angle very smoothly, they discretely flip, may not be spline approximated but just linear segments that describe the isolines

@mmby @jungkopf @aeva @ylegall spanning and rectifying the b-spline itself is closed form, yes, can also just be linear, but grouping and connecting the points is not something you can do in a single pass compute shader. if it were, the isolines could indeed even be animated.

if you built a pseudo-distance field from isolines, snapped random points to the roots and had them flock together (attempt equal spacing along tangent, take same direction of travel), that could work in realtime.