Material fills
Materials
open full size ↗The blob shaded to resemble metal, smooth glass, and faceted glass.
Metal: The metal reflects a simulated environment to create a chrome-like appearance: dark ground, a mid-tone sky, and narrow bands of bright light with sharp edges.
Glass: The surface normal determines which part of the background is sampled, with distortion strongest where the surface is most tilted. The Fresnel effect brightens the glass at grazing angles.
Facets: The faceted glass uses a triangular lattice distorted by low-frequency noise, with each triangle assigned a random tilt. This creates irregular triangular panes that each displace the background in a different direction.
Stones
open full size ↗A blob shaded to resemble rock, marble, and sand.
Rock: Folding noise into valley-shaped creases creates relief that makes the surface look fractured rather than merely bumpy. Two colors form mottled patches, while the creases appear as dark crevices. The outline follows the same jagged features.
Marble: A sine band, warped by noise and raised to a high power, creates thin, winding veins across a nearly white base. The surface stays smooth and glossy.
Sand: A hashed grid perturbs the normal at each pixel, making each grain catch the light at a different angle. Rather than forming a sharp edge, the outline dissolves into loose grains.
Try drawing
open full size ↗Try drawing freely with the tools on this page.