03 / Material passes & compositing
One object. Two truths.
A knotted surface is drawn twice: once as a lit solid and once as a line network. A soft moving mask decides which rendering reaches the final image.
What this study teaches
An independently generated torus knot is projected once into two offscreen 2D render targets. Solid and wire passes share geometry and camera; a directional alpha mask composites their outputs. This browser-canvas study isolates the article’s render-target principle without claiming its Three.js shader implementation.
Independent implementation informed by “Building a Blended Material Shader in WebGL with Solid.js”, Nathan Nye, Codrops. This is newly authored code and artwork, not a recovered original project. Uses independently authored Canvas 2D render targets and a compositing mask rather than the original Three.js project. No original source or assets are included.