Not that I know of unfortunately. A good place to start might be the various gradient and procedural material functions that ship with the editor. They’re mostly 2D and in UV space, but it should not be too hard to translate the concepts to 3D and world space.
Some more ideas to extend method:
- Using a texture mask to define an extruded more complex shape around one axis and then using some additional math to define the behavior on the other axis. (might work well for the ship in your first post)
- Using a 3D texture to define any shape you want.
- Accessing the distance field data generated by the engine for DFAO. (Haven’t tried , so no idea how, but would save you from having to manually create a 3D texture)
These probably go beyond what you need, but might inspire others that read thread.