A function measures how far a point in space is from a surface. The renderer walks a ray through that field until it finds the surface. Neighboring samples estimate its orientation.
The graphic material turns those measurements into marks. The warm material uses them for light, occlusion and approximate translucency. Both are views of one procedural object, not separate video loops.
// A sphere, described as a distance field.
float sphere(vec3 p, vec3 center, float radius) {
return length(p - center) - radius;
}
// Repeated evaluation turns a rule into a surface.
// Change the field in source/field.glsl.
// Change its readings in source/render.glsl.Inspect the shared geometry · Inspect the materials · Download the runnable project
The material is an optical approximation, not a physical lava or fluid simulation. Fixed seed/time links without audio reproduce a held frame; moving feedback also depends on prior frames.
