carve mode off: drag = orbit, scroll = zoom
carve mode on: drag on shell = carve
carve mode on: drag on shell = carve
⚠ Couldn't load the 3D engineThree.js failed to load from the CDN. Check your connection and reload.
A full 3D carved pumpkin shell whose glow is computed per-fragment from a live thickness texture: turn on carve mode and drag directly on the surface to remove flesh, and a custom shader recomputes transmitted candlelight from the real Beer-Lambert exponential law at every point, blending a sharp direct term with a Gaussian-blurred scattering term that reproduces how translucent flesh spreads light sideways before it exits. Unlike the 2D cross-section, thickness here varies across the full curved surface rather than only around one circumferential slice, and scattering is modelled as a genuine spatial blur of the thickness field rather than a post-hoc softening of the rendered brightness.