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Ray Marching a Blob in 3D


A deep dive into rendering animated metaballs (aka blobs) with ray marching, PBR shading, shadows, and CPU driven simulation in WebGL and Three.js.

In a previous post, I explored how to render 2D metaballs; those smooth, organic shapes that seem to merge and flow together like blobs of liquid. When two metaballs come close their fields merge and the surface connects seamlessly, creating the impression of a single blobby object. This pattern works well and gives room to scale up the number of metaballs or add per-sphere radii without growing the shader cost.

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