https://ruthchu.github.io/hw03-advanced-raymarching/
Decided to make Kirby riding a star. Inspiration taken from a scene in the Smash Ultimate trailer
Screenshot of scene (no good static images unfortunately, so have a blurry screenshot):

Kirby
- Body
- Made of a mix of sphere's, ellipsoids, and roundcones
- Flat color with ambient light term added
- Soft shadows applied
- Specular term used to make the glow where kirby sits on the star
- Eyes
- Blinn phong specular applied to eyes
- Eyes made by using sdf subtraction to determine the COLOR boundaries
- Mouth
- Sdf subtraction
- Cheeks
- Used ellipsoid sdf to determine COLOR boundary only
- Animation
- Animated using gain and bias to approximate an elastic bounce
- All elements on kirby are modified by the same animation term
- The way the sdf is constructed follows a scene graph, where the body is the root and everything else is a node from it (including the star)
Star
- Subsurface scattering on the star to make it appear as if glowing
- Specular term applied where kirby sits on the star to add to the glowing effect
Background (flat)
- Fbm clouds
- Sine/cosine functions used to determine the boundary of the light beams and make the light beams travel across the back
- Cone of white speckles made using fbm noise trailing behind kirby (tried to replicate sparkles, didn't go so well)
- Ambient light on kirby
- Point light to represent star glow
- Point light from behind kirby to represent glowing light reflecting off back
- Light from below for subsurface scattering on star
- Referenced the heck out of this page: https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

