Here's an idea to get something similar through VSL and displacement:
- use Map2Obj to assign texture or procedural values to a user channel,
animate if wanted
- in a VSL shader, read this channel and use it to modify Bump Height
- apply to SDS or nurbs spheres with suitable max displacement
Obviously, this would be very slow compared to the analytical shapes...
Worse: it didn't work, I guess it's not possible to access object attribute
channels in the Surface Geometry shader even though it's visible in the
drop-down list.
Sorry if anyone but me wasted time with this,
-Mark H