https://youtu.be/chc9vD_JVF0

E655: "Metaball Optimisation"
Needed to make the metaball surfacing code more flexible to handle whatever screen size/aspect ratio it's run on, so took the opportunity to optimise some bits.

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E655: "Metaball Optimisation"

YouTube
Video is live Unity Editor screen capture showing the basics of how the metaball works (simple particle system, voxelised by compute shader into 3D data buffer, then marching cubes reconstruction of the voxel data at a set target value) and some of the new features - flexible size matching screen dimensions, additional border to fix clipped edges etc.
Should stick a hard max limit as currently will allow any size boundary region at a specified cell size, which quickly gets into the millions!