…a.k.a BlobMeshes.
I did a lot of development in this field, ´cause it´s not trivial to get this thing going quite performant and with kinda elusively absorbing surfaces.
So, finally released some first approaches:
Well, my favourite mesh-version is “dark legacy” - nice to see that a Pixel Bender based Convolution remains performant like this!
Cheers
pwd