post useful math tricks for realtime graphics here.
val = math.cos((obj.worldTransformvertex.xyz).magnitudescale)
rings radiating from 0,0,0 use scale multipier to adjust wavelength
geometry [worldPosition] [seperate rgb] [ [absolute val of x ] add [absolute val y] add [absolute val z] ] - math cos
multiple levels of these add to interference patterns
I am really, really bad at maths, but the secret to most of the physics stuff I want to do involves subtracting 2 world positions (player, target object) and finding the cross product of that and the targets world vector. I wish I understood more about what I am doing here beyond copy/paste/it works!
Edit: oh graphics? In that case nevermind…