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Trying to make Kelp
#3
(09-04-2018, 05:20 PM)josemendez Wrote: imho ObiRope not a good tool to simulate this, for various reasons:

- Ropes do not model torsion, so controlling the motion of leaves attached to them is pretty much imposible.

- Rope mesh geometry is recalculated every frame. This is unnecessary in your case as the kelp does not deform a lot.

- Ropes are meant for accurate collision detection, two-way rigidbody coupling, etc. Kelp in the video you sent is pretty much passive: it just gets out of the way of the diver, when it gets too close. Its dynamics could be easily implemented in a vertex shader (which would also be a much more performant solution). The swaying could be a implemented as simple sin() function, or more complex ones depending on what you need.

I strongly encourage you to use a simpler, shader-based custom solution to deform a static mesh. This is also probably the way the kelp in the video was done.

Thanks for the reply.
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Messages In This Thread
Trying to make Kelp - by gentlemango - 08-04-2018, 02:02 AM
RE: Trying to make Kelp - by josemendez - 09-04-2018, 05:20 PM
RE: Trying to make Kelp - by gentlemango - 17-04-2018, 04:23 AM