This is the top-down 2D companion to the 3D ASMR soap-carving sim: the same solid, layered soap bar carved by the same radially-weighted blade influence, but the depth field is drawn directly as banded layer colors seen from above instead of a lit 3D mesh — the deeper the cut, the further down through the bar's colored layers you go.
Dig amount at a cell: Δd = influence² · sharpness_factor · (1 − 0.5·hardness)
influence = max(0, 1 − dist/bladeWidth)
Cut edge cleanliness: a sharp blade digs a narrow, precise groove; a dull blade
spreads the same energy into a wider, ragged influence radius
Chip vs curl: soft soap (low hardness) breaks into larger chip fragments;
hard soap peels a long, thin curling ribbon shaving
Layer exposed: depth bands map to a fixed stack of colors, like a real
layered soap bar — cutting deeper exposes the next color down
- Soap hardness — soft soap carves fast and deep per stroke but the removed material breaks into chunky chips; hard soap resists the blade, carving a shallow groove but releasing long clean curling shavings.
- Blade sharpness — a sharp blade concentrates its cut into a narrow, clean-edged groove; a dull blade spreads the same force over a wider, ragged area, leaving a rougher trench wall.
- Blade width — the radius of the tool's influence on the soap grid, same falloff shape as the 3D version's dig kernel.
- Layers — the soap bar is colored in stacked bands; the deeper the depth field goes at a cell, the further down the stack its rendered color comes from, exactly like slicing into a real layered bar.