Open micouy opened 3 years ago
i tried to model the transitions in geogebra but they don't behave exactly like i expected them to: https://www.geogebra.org/3d/wws3s4yh
You version is gorgeous and the geogebra visualization is super interesting! I'll try some variations on the blending method and the color space some day. It seems I'll have to abandon the WebGL implementation and its triangles-based blending at some point...
thanks! here's a cool effect i managed to recreate (-ish). i think this was the one-over
version, it creates these sharp edges when you move the slider to the right and the distance between two source points is small.
also made me think of this https://meshgradient.com/
WOW! it's so cool. do you have any idea how it works? i can't find anything about their algorithm but i saw that photoshop has a similar tool.
EDIT: someone implemented it in shadertoy https://www.shadertoy.com/view/7sSGzh
no idea unfortunately. the shadertoy link is que cool
very cool project. it inspired me to experiment with different blending algorithms. i created something similar in
p5.js
, have a look here.in one version i just calculate a coefficient
(1 / distance)^power
for each point at each pixel and the resulting color is a sum ofpoint_color * normalize(point_coeff)
.normalize
prevents the sum of coefficients from being greater than 1.in the second version the resulting color is something like a sum of
point_color * normalize(sum_of_coeffs - point_coeff)
. you can drag points, pick a color by clicking anywhere (the output is in the console) and add a new point by double-clicking.one-over
:subtract
: