Thinking in 2D for a second, to get a nice crispy edge, you need a long and opaque splat to mark the boundary. Sometimes the long splat could wisp off leaving fuzzy artifacts.
Peyman Milanfar [1] suggested using bump functions instead. Bump functions would allow you to specify cut off intervals but still make the whole function smooth and continuous (good for my gradient optimization freaks)
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Hard edges are a challenge right now.
Thinking in 2D for a second, to get a nice crispy edge, you need a long and opaque splat to mark the boundary. Sometimes the long splat could wisp off leaving fuzzy artifacts.
Take this example: https://www.shadertoy.com/view/dtSfDD
Peyman Milanfar [1] suggested using bump functions instead. Bump functions would allow you to specify cut off intervals but still make the whole function smooth and continuous (good for my gradient optimization freaks)
1: https://x.com/docmilanfar/status/1719584410348204233